A trend in interface design has been to mimic the real world through metaphors. Software designers create onscreen representations of real objects to which a user can instinctually connect a behavior. One example is the recycle bin: its visual form indicates that its function is to delete files. These skeuomorphic interfaces, despite their deviation from consistent design conventions, have been shown to been easier for users to learn. We propose a more literal extension of this strategy, a kinesthetic interface, which is driven by users’ physical knowledge of tangible interactions. We have built a virtual deck of cards using this principle, and are evaluating its efficacy with a broad demographic.
Small scale museums are often presented with a problem in their ability to communicate information in their exhibits to patrons. They cannot always provide tour guides, or the level of detail in their exhibits that their patrons want. We present a solution to this problem through the use of multi touch tablets allowing the user to navigate through a virtual museum during their visit, providing context for and entertainment from the exhibits at the users request and allowing for a deeper understanding and experience of artifacts at relatively low cost.
Bryan’s videos for the Media Room are an assortment of different types of content, with something sure to please everyone. Explorations of stories, poems, and tall tales of the forest sit alongside interviews with retired lumbermen and woods workers. There are even educational videos entertaining enough to make kids ask to see them just one more time! The Lumberman’s Museum Media Room brings together the importance of our Maine history, and the importance of New Media to spread information to a new generation.
An audio visual installation that uses three dimensional projections to portray different aspects of our culture. The project will consist of a total of six different looping projections that have different sound effects that each have a theme portrayed over with the form of a human.
Matt Pendleton took an early interest in installation art in his education in New Media at the University of Maine. With this project, Pendleton addresses the idea of a self portrait of for our own culture. Using six different projections onto a constructed angular surface, a portrayal of the different aspects of our lives will be shown. Each individual projection will be displayed onto heavy layering of cheesecloth that will be laid over six different sides. Along with each different theme of the projections, accompanying sound will be played on a timed loop.
The intent of this piece is to show the varying pressures and norms of a persons life and how it is altered through the use of the media, religion, war, and others. The sound is constructed in the form of a music concrete piece that ultimately flows together as one but carries through the different themes of each projection. Using a program called Modul8, Pendleton has been allowed to readjust his projections to fit onto a three dimensional surface that he constructed out of piping to fit in a confined area.
Etude for 9 Kinetic Sound Objects is a musical composition that aestheticizes the movement of sound within three dimensions. Through the use of specially designed software and hardware configurations, sounds appear to move around the ;listener, and evolve over time. The work utilizes the metaphor of independent biological agents for the sounds that are spawned. Each sound object generates its particular characteristics that define its life cycle, pitch, timbre and motion path.
These concepts of spatialization and biology relate in that they are both harnessed to showcase movement and in that they attempt to offer some features of the observable world not currently available in traditional western art music.
This capstone will explore the evolution of narratives and editing in the development of new styles, and will redefine editing in the creation of narrative structure. The goal of this capstone is to find a series of clips that can be randomly chosen and ordered to create a new narrative. The benefits of this are having a film that changes with essentially the push of a button. It will also allow people who are studying to be editors seeing what transitions between cuts work and what ones do not. Our goal is to create a narrative system that will provide a new experience to the viewer each time.
Introduction to the Internet is a six week course designed and taught by Elysa Woodhead, a 4th year New Media student at the University of Maine. The goal of the course is to teach the elderly population of Bangor, Maine a little about what the Internet has to offer them and how it can improve their lives. Learn how to E-mail, Google, Facebook, and much more with Introduction to the Internet!
The purpose of this project is to discover the paths that technology and gaming have taken in the classroom, explore the aspects of this integration, and to study the various results of such processes. Technology and games have become an important factor in the modern classroom. Throughout the years, both technology and gaming have taken many forms in the educational system. By exploring the history of both gaming and technology in the classroom, a new philosophy on the integration of technology and games will emerge, allowing the researcher to synthesize an appropriate response to such questions.
The project will manifest itself as a game, more specifically a simulation. Here I will explore the area of social studies, developing a game that allows students to interact with one another not only in physical space, but also in virtual space. The simulation itself will bring students into a modeled world, where they will take on the role of national leaders and decision makers. By utilizing the algorithmic capabilities of the computer, the system within the simulation will have the capacity to model the physical world more quickly and accurately than would be possible outside the computer. Through the combined use of virtual and physical interaction, students will be exposed to a richer learning experience.
Why are video games an effective tool for teaching? Video games engage user in a learning process that no other method can. This documents looks at two major parts of the learning process, gathering new information and the retention of learned information. The use of narratives to gather new information and the use of emotions and emotional response to commit that new information to memory. A good narrative and emotional engagement are two key things that make a good video game.
The product of this project is a video game. The focus was be in using the narrative and the response of the player to teach culture and language. The user would also have been presented with moral dilemmas that they must figure out and reflect on. That goal, unfortunately, proved to be to ambitious for the time alotted for this project. Instead the focus was to teach the player top use the game using only chinese. The player will run through the tutorial with instructions presented with as little english as possible, then tested to see what they learned about the language.
This capstone will focus on a potential risk of social development. I say potential because I want to learn if social networking sites such as Facebook and MySpace are harming the social development of college level students, or just progressing it. The social norm for college students my 3 years at University has been classes, homework, partying, and learning about yourself: This is updated and featured on Facebook constantly.
Mostly every college student has a laptop, and even those that don't have a Facebook. You see posts, status updates, and groups to join that show everyone what you are interested in. Thereís even a way to chat not so there is no need to have a conversation with someone down the hall when you can just do it from the comfort of your own room. Social networking allows for customization and a place to post your thoughts and ideas. This creativity is essential in social development and gives a person a a sense of individuality.
This capstone looks to come up with a conclusion using a survey on the students at the University of Maine as test subjects. If Facebook is the next step in social development then it should be encouraged to spend time on it, but if Facebook is taking away crucial social skills that are needed in life then it needs to be changed.
Tales Studio introduces a new paradigm in Comic Book production in two fantastic ways with the Beta release of Tales Studio Press!
TSP takes after webcomics by allowing page-by-page comic updates and free subscription services, but follows a printed mindset with on-demand printing and a two-page up comic viewer. Follow your favorite comics and keep track of updates by making a free account on our website! Still not impressed? Take a gander at our educational comic selection. We're taking hard subjects and breaking them down into bite-sized comic chapters with relatable characters that struggle with the same problems you do.
Photorrent.com aims to be a solution to a common problem on the net: a source of high resolution stock photography and stock video, without watermarks or any other intrusive additions, that can be acquired for free and used for any sort of purpose allowed by Creative Commons-style licenses. Photorrent's peer-to-peer network uses the bitTorrent protocol to make for speedy, decentralized downloads.
Photorrent is unusual for a filesharing network in several respects. First, the files it shares are not primarily music files but visual media. Second, the software is not meant for pirating files, but for sharing creative images legally. Finally, it is meant not for consuming, but for creating--by helping designers and filmmakers find hi-resolution stock photographs and video as source material for their work.
Ever wish you could sell your work online without any hidden fees taken out? Indie Maine is the answer. Indie Maine is a New Media Capstone created by Zack Glidden & ; Jade Damboise-Taplin. It is website that unites Maine musicians and artists together where they can collaborate with one another, and also allow them to make a FULL profit on their work.
Indie Maine provides you with a place to meet, and discover Maine artists and musicians. It also provides you with a place to buy and sell their work. You can either be a buyer or a seller, your choice. Come discover Indie Maine and support local Maine talent!
How does one capture memorable outdoor experiences without interrupting the formation of the experience? This project discusses the elements and characteristics that comprise an experience, the ways in which an experience manifests, and the significance of experiences. Coinciding with experience this project also discusses modern forms of documentation, specifically film, past and present forms of documentary films, advances in technology and also recent implementations of that change in technology.
The application of this project is Ice Fishing ; here we look at the Ice Fishing communities’ capacity and significance for the capturing of Ice Fishing experiences. This will be achieved through the exploration of current Ice Fishing methods and innovative uses of modern technologies. While our project is focused in the roots of Ice Fishing and not in a general sense of capturing experiences, the value that is found in supplementing experiences with technology to enhance Ice Fishermens’ overall experience is extremely influential. Not is it only influential on the fishermens' memories but also on their reflection of an experience.
Augmented reality, the process of altering a live feed of the world with computer generated content, is a subject that is quickly coming into popularity. Part of this rise into popularity can be attributed to new smart phones which come packaged with more than enough sensors and power to put AR in the palm of our hands. With some forecasts saying that at least 50% of people in the US will have a smartphone by the end of the year this technology is more accessible than ever. This project examines some of the developing methods in Augmented Reality and potential future uses of the technology. Along with this research are attempts at some implementations of marker based Augmented Reality on the android platform.