Experiencing History in Augmented Reality

LMC-6310 – The Computer as an Expressive Medium Project 2

This project reimagines Georgia Tech’s campus as an interactive historical exhibit profiling the local Creek Native Americans. Inspired by my own interest in Native American literature and history, I sought out how to navigate a physical space through an educational lens. With more resources, augmented reality historical experiences could be the next step in educational engagement both in the classroom and in the field.

In order to view this experience, users must have an iPhone with Argon 4 installed on it. If this page is being viewed on Argon 4, follow this link:

https://kamehouseorbust.github.io/NApro/

 

riddleHack1.0

LMC-6310 – The Computer as an Expressive Medium Project 1

This project required that I make an audiovisual interactive experience using various tools and programming skills. Inspired by Progress Quest, Mr. Robot, Norse Mythology, and the Atari 2600 game Adventure, I created Riddle Hack. In this game, your computer has been hacked, but before releasing your information to the world, the hacker decides to play a game of riddles with you. Will winning this riddle game save your information? Only playing Riddle Hack will answer that question.

Play here.

Or download here.

Video Games in Humanities Education

This semester (Fall 2015) I have been conducting research under Dr. David Rieder in conjunction with The Escapist in order to understand how attentions have developed in our digital age. I noticed a growing number of people who are uninterested in written texts, but constantly plugged into digital media. These works of digital media, I would argue, are our most important texts today and that the fact people are walking away from more physical, print-focused media is because our attentions are evolving to focus more on the digital world.

In a world of screens, shifting attention from digital media to print media can often be difficult and leave students behind. It is my hope to discover a direction for understanding how these digital texts can be used within classrooms to supplement students that struggle with traditional written texts. With this perspective in mind, I used my time researching the possibilities of Humanities education when partnered with a more up to date understanding and utilization of digital media. You can start here.

British Fantasy in Remediation

In this study, I took three pieces of British Fantasy, Curious Case of Dr. Jekyll and Mr. HydeAlice’s Adventures in Wonderland, and The Lord of the Rings and compare them to their plethora of adaptations and remediations for the purpose of creating an genealogy of the ideological evolution of these works. By examining these pieces in comparison with their later inspirations, I hope to expose some of the trends that caused the text to change form in audience’s minds, thus spawning even more alterations. With British Fantasy housing some of the most influential texts of all time, it is paramount to understand how they have been altered throughout the years to suit the needs of either their producers or audiences. By understanding these relationships, we will be better able to understand how exactly new adaptations come to be as well as what they mean to us as the audience and to the work of art itself. You can start here.

In the Colossus’ Shadow

In a collaborative project with Christopher Ruocchio and Jonathan Page, I sought out the rhetorical processes inherent within Team Ico’s action-adventure game Shadow of the Colossus and how these processes sought to create a sense of isolation and sadness for players of the game. You can check out the project in full here.