Scholarship & Research
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Item Deeper connections through interactivity in the virtual space(Montana State University - Bozeman, College of Arts & Architecture, 2019) Wilk, Elizabeth Clare; Chairperson, Graduate Committee: Theo Lipfert360 and virtual reality films are still developing an editing grammar. This editing grammar is dependent on how soon the consumers adopt immersive media, further proving 360/VR is a new genre of film. This new editing grammar will result in the gamification of 360/VR films. By converting consumers from passive viewers to active users, people will develop deeper understandings of the narrative subjects. This interactivity within a virtual space will additionally influence the framework of thought and how people imagine scenarios. 'A Road Through the Wild' is a concept piece and educational 360/VR experience using interaction to direct viewers to actively participate with the experience. Hotspots are present in each location to guide users through the virtual space while allowing them to make choices to learn more about the area surrounding the Beartooth Highway. This piece shows there is more that can be done with 360/VR content to invite users to actively participate with the experience rather than passively watch. Furthermore, it shows how interactivity can be used as an editing technique within 360/VR by allowing users to decide when to cut a shot, what shot is next, where they look and when the film ends. The user becomes the editor.Item Virtual reality and adult entertainment: the next high-tech symbiosis(Montana State University - Bozeman, College of Arts & Architecture, 2016) Almklov, Erik Rochner; Chairperson, Graduate Committee: Dennis AigTechnology and pornography have a longstanding symbiotic relationship. Pornographers have historically relied on technology to distribute personalized sexual experiences to consumers. Emergent communication technologies have similarly found commercial success through the adult industry in the 20th and 21st centuries. A mutually beneficial sex-tech relationship now endures as the modern adult industry exerts significant influence over the fate of new communication technologies. In this paper, I examine the historical role that pornography has played in the mainstream integration of modern communication technologies. I next apply this analysis to one of the most discussed technologies on the market to date, Virtual Reality (VR), to argue that its mainstream adoption is similarly being influenced by porn. The adult industry's early monetization of 360° content, and relevant immersive innovations, are early indications that VR porn may be the next high-tech symbiosis.Item JavaCAVE : a 3D immersive environment in Java(Montana State University - Bozeman, College of Engineering, 2004) Milvich, Michael Lazar; Chairperson, Graduate Committee: Gary HarkinThree-dimensional immersive environments have traditionally been developed using the C and C++ programing language. Do to the increasing performance of the Java platform, the Java language is becoming more accepted for scientific and graphical applications. Currently developers who choose to use Java are being excluded from visualizing the results of their programs in a rich three-dimensional immersive environment. This thesis will work towards correcting this problem by implementing a Java library called JavaCAVE to control a CAVETM immersive environment. In addition to being a Java library JavaCAVE also tried to reduce the costs of a CAVETM by being designed to run on a cluster, which is more affordable than a super computer. In order to be cross-platform and to support a variety of hardware manufacturers a plugin system was used. Special care was also taken to provide a simple and easy interface for the users of JavaCAVE. Two test applications were created to test the functionality of JavaCAVE. They prove that JavaCAVE is able to control the necessary hardware and that the Java Platform ran quickly enough to be a viable choice for controlling a three-dimensional immersive environment.Item Beyond human and science documentaries : 'Molotov Alva' and 'Waltz with Bashir' as new study cases in the representation of reality(Montana State University - Bozeman, College of Arts & Architecture, 2009) Pinzon, Monica; Chairperson, Graduate Committee: Theo Lipfert; Dennis Aig (co-chair)Although the use of animation to support science documentaries has been well studied, and is easily accepted by viewers, the public has little familiarity with animations or virtual realities as being appropriate tools for other kinds of documentary storytelling. This paper contrasts previous studies of the use of animation and CGI in documentary filmmaking with issues generated by some of the more recent evolutions in the field. I find that although the public may have more difficulty understanding the link between an animated image on the screen and its real world referent, when used effectively animations and virtual realities can offer a new, though potentially problematic, range of storytelling tools.Item Coexistant combinations : architectural relevance in the digital age(Montana State University - Bozeman, College of Arts & Architecture, 2010) Slabbert, Heber Eben; Chairperson, Graduate Committee: Mike EvertsIf architecture fails to match the acceleration of adaption inherent in networked structures, in regards to basic individual and societal needs, it risks losing relevance as a facilitator of the human existential experience. To lose such relevance would result in buildings as containers, and not architecture informing the human condition. Physical places will be replaced by online spaces. This relevance can be reclaimed by striking a balance between these coexistent realities. To be more specific a balance achieved with physical architecture acting as a counterbalance to the shifting virtual domain. The final result sought after is not one of static equilibrium, but one similar to the process of homeostasis, where a system responds to environmental conditions in order to maintain an optimal internal state. This state can be explored through a process of digital simulation and analysis combined with intuitive architectural translation, and mathematical analysis. The results of this thesis help to define more specifically the problems and challenges involved in balancing these two realities through successive exploratory iterations and hypotheses. The concluding findings pointing to a new understanding and approach to architectural space and the value of integrating interactive digital technology.