Dr Kieran Nolan (b.1976, IE). Artist, Researcher, Lecturer. PhD, MA x2, BDes (Hons). Co-Director, Creative Arts Research Centre, DkIT. Co-President, History of Games International Conference. ECG COST Action 21141. Multidisciplinary.
Publications (Selected)
2026
Nolan, K. (Feb 2026). Video Games That Don't Exist. RENDR Festival. Belfast. Exhibition screening: 12/02/2026 to 13/02/2026. https://www.rendrfestival.com/
Exhibitions
[BibTeX]
@misc{nolan2026rendrBELFAST,
author = {Nolan, Kieran},
title = {Video Games That Don't Exist},
note = {Exhibition screening: 12/02/2026 to 13/02/2026},
organization = {RENDR Festival},
year = {2026},
month = {feb},
address = {Belfast},
url = {https://www.rendrfestival.com/},
keywords = {exhibition_reference}
}
Nolan, K. (Jan 2026). Video Games That Don't Exist. Matricule Bis Festival. Orléans. Screening at the exhibition Comment ne pas jouer le jeu? Event dates: 23/01/2026 to 31/01/2026. https://linktr.ee/matriculebis
Exhibitions
[BibTeX]
@misc{nolan2026matriculebis,
author = {Nolan, Kieran},
title = {Video Games That Don't Exist},
note = {Screening at the exhibition Comment ne pas jouer le jeu? Event dates: 23/01/2026 to 31/01/2026},
organization = {Matricule Bis Festival},
year = {2026},
month = {jan},
address = {Orléans},
url = {https://linktr.ee/matriculebis},
keywords = {exhibition_reference}
}
2025
Nolan, K. (Oct 2025). Video Games That Don't Exist. Kuse ga Aru Art Studio. Kyoto. Finalist exhibit for the Kuse ga Aru Award: Painting (塗), An AI + human co-creation art award. Event dates: 19/10/2025 to 03/11/2025. https://awrd.com/award/kuse-ga-aru-award-2/tab/exhibition
Exhibitions
[BibTeX]
@misc{nolan2025kuseguaru,
author = {Nolan, Kieran},
title = {Video Games That Don't Exist},
note = {Finalist exhibit for the Kuse ga Aru Award: Painting (塗), An AI + human co-creation art award. Event dates: 19/10/2025 to 03/11/2025},
organization = {Kuse ga Aru Art Studio},
year = {2025},
month = {oct},
address = {Kyoto},
url = {https://awrd.com/award/kuse-ga-aru-award-2/tab/exhibition},
keywords = {exhibition_reference}
}
Nolan, K. (Oct 2025). Video Games That Don't Exist. Le Cube Garges, Garges-lès-Gonesse, Paris. Paris. Screening at Cycle machinim_ai, – Programme Dopamine. Event dates: 25/10/2025, 27/03/2026, 22/04/2026. https://www.lecubegarges.fr/en/
Exhibitions
[BibTeX]
@misc{nolan2025machinimai,
author = {Nolan, Kieran},
title = {Video Games That Don't Exist},
note = {Screening at Cycle machinim\_ai, – Programme Dopamine. Event dates: 25/10/2025, 27/03/2026, 22/04/2026},
organization = {Le Cube Garges, Garges-lès-Gonesse, Paris},
year = {2025},
month = {oct},
address = {Paris},
url = {https://www.lecubegarges.fr/en/},
keywords = {exhibition_reference}
}
Nolan, K. and Rollefson, J.G. (Sep 2025). File Sharing from the Early Online Hip Hop Underground: H2Éire / IrishHipHop.com and its Contemporaries. In Hip Hop and The Institution. Open University, Milton Keynes.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2025IrishHipHop,
author = {Kieran Nolan and J. Griffith Rollefson},
title = {File Sharing from the Early Online Hip Hop Underground: H2Éire / IrishHipHop.com and its Contemporaries},
booktitle = {Hip Hop and The Institution},
year = {2025},
address = {Open University, Milton Keynes},
month = {sep}
}
Meades, A., Nolan, K. and Wade, A. (Sep 2025). Spinning (US) Gold: The Americanisation of Early European Videogames. In History of Games International Conference 2025. Jagiellonian University, Kraków. https://www.history-of-games.com/2025-krakow/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{HoG25,
author = {Alan Meades and Kieran Nolan and Alex Wade},
title = {Spinning (US) Gold: The Americanisation of Early European Videogames},
booktitle = {History of Games International Conference 2025},
year = {2025},
address = {Jagiellonian University, Kraków},
month = {sep},
url = {https://www.history-of-games.com/2025-krakow/}
}
@inproceedings{DiGRAIreland25,
author = {Kieran Nolan},
title = {Paratexts Without Texts: Experiments in AI Machinima},
booktitle = {The Inaugural DiGRA Ireland Conference},
year = {2025},
address = {TU Dublin},
month = {apr},
url = {https://www.linkedin.com/feed/update/urn:li:activity:7318736437154111489/}
}
Nolan, K. (Mar 2025). Histories and Cultures of Creative Computing in Europe (1970-2000): Silicon Dawn. In 3rd GRADE Conference (Grassroots of Digital Europe: from Historic to Contemporary Cultures of Creative Computing, EU COST Action 21141). Mathematical Institute of the Serbian Academy of Sciences and Arts, Belgrade. https://costgrade.eu/3rd-grade-conference-in-belgrade-march-2025/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2025belgrade,
author = {Kieran Nolan},
title = {Histories and Cultures of Creative Computing in Europe (1970-2000): Silicon Dawn},
booktitle = {3rd GRADE Conference (Grassroots of Digital Europe: from Historic to Contemporary Cultures of Creative Computing, EU COST Action 21141)},
address = {Mathematical Institute of the Serbian Academy of Sciences and Arts, Belgrade},
year = {2025},
month = {mar},
url = {https://costgrade.eu/3rd-grade-conference-in-belgrade-march-2025/}
}
@misc{nolan2025mmfinterview,
title = {MMF MMXXV: Kieran Nolan Invites You to Watch Machinima Made With Video Games That Don't Exist and Discussed by YouTubers That Don't Exist},
howpublished = {Interview},
journal = {Milan Machinima Festival},
note = {Milan Machinima Festival},
year = {2025},
month = {mar},
url = {https://milanmachinimafestival.org/blog/2025/3/19/mmf-mmxxv-kieran-nolan-video-games-that-dont-exist-sora-ai},
keywords = {inpress}
}
Nolan, K. (Mar 2025). Video Games That Don't Exist. Milan Machinima Festival MMXXV - Reboot / Restart / Reset. Los Angeles, California and Online. Screening as part of the Game Engine Cinema programme at MUBI Microcinema @Vidiots. Event date: 21/03/2025. https://milanmachinimafestival.org/kieran-nolan
Exhibitions
[BibTeX]
@misc{nolan2025mmf,
author = {Nolan, Kieran},
title = {Video Games That Don't Exist},
note = {Screening as part of the Game Engine Cinema programme at MUBI Microcinema @Vidiots. Event date: 21/03/2025},
organization = {Milan Machinima Festival MMXXV - Reboot / Restart / Reset},
year = {2025},
month = {mar},
address = {Los Angeles, California and Online},
url = {https://milanmachinimafestival.org/kieran-nolan},
keywords = {exhibition_reference}
}
Nolan, K. (Feb 2025). Faciltator for authors' workshop, Histories and Cultures of Creative Computing in Europe (1970-2000): Silicon Dawn. In Workshop for Grassroots of Digital Europe: from Historic to Contemporary Cultures of Creative Computing, EU COST Action 21141). ISCTE Instituto Universiatário de Lisboa. https://costgrade.eu/3rd-grade-conference-in-belgrade-march-2025/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2025lisbon,
author = {Kieran Nolan},
title = {Faciltator for authors' workshop, Histories and Cultures of Creative Computing in Europe (1970-2000): Silicon Dawn},
booktitle = {Workshop for Grassroots of Digital Europe: from Historic to Contemporary Cultures of Creative Computing, EU COST Action 21141)},
address = {ISCTE Instituto Universiatário de Lisboa},
year = {2025},
month = {feb},
url = {https://costgrade.eu/3rd-grade-conference-in-belgrade-march-2025/}
}
Nolan, K. (2025). L'archiviazione fotografica dei graffiti nei e con i videogiochi. Edited by Bittanti, M. and Mutiis, M.D. In Fotoludica. Fotografia e videogiochi tra arte e documentazione. Mimesis Edizioni.
Book Chapter
[BibTeX]
@inbook{nolan_2025_fotoludica,
title = {L'archiviazione fotografica dei graffiti nei e con i videogiochi},
booktitle = {Fotoludica. Fotografia e videogiochi tra arte e documentazione},
publisher = {Mimesis Edizioni},
author = {Nolan, Kieran},
editor = {Matteo Bittanti and Marco De Mutiis},
year = {2025}
}
@inproceedings{Nolan2024dcu,
author = {Kieran Nolan},
title = {Invited Lecture - Digital Art through Bespoke Interfaces, Game Platforms and Mixed Reality WebXR},
booktitle = {BSC in Multimedia)},
address = {Dublin City University},
year = {2024},
month = {nov},
url = {https://www.linkedin.com/posts/kierannolan_guest-lecture-today-on-dcu-campus-all-welcome-activity-7259953766156718080-7dL6?utm_source=share&utm_medium=member_desktop}
}
Nolan, K. (Oct 2024). Material and Cultural Preservation of Legacy (Video)Game Platforms, at the panel 'Saving the game: philosophical, existential and technical issues shaping the intersection of games and law. In Game Changers: The Business of Games, a Legal Perspective. J.E. Cairnes School of Business and Economics, University of Galway. https://www.universityofgalway.ie/thinkingbeyond/gamechangers/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2024gc,
author = {Kieran Nolan},
title = {Material and Cultural Preservation of Legacy (Video)Game Platforms, at the panel 'Saving the game: philosophical, existential and technical issues shaping the intersection of games and law},
booktitle = {Game Changers: The Business of Games, a Legal Perspective},
address = {J.E. Cairnes School of Business and Economics, University of Galway},
year = {2024},
month = {oct},
url = {https://www.universityofgalway.ie/thinkingbeyond/gamechangers/}
}
@misc{nolan2024designtalkdotie,
title = {Saving the Game - GameChangers, Season 12, Ep. 247.},
howpublished = {Interview},
journal = {Design Talk (dot ie)},
note = {Design Talk (dot ie)},
year = {2024},
month = {oct},
url = {https://shows.acast.com/design-talk/episodes/saving-the-game},
keywords = {inpress}
}
Nolan, K. (Aug 2024). An Introduction to Grassroots of Digital Europe: from Historic to Contemporary Cultures of Creative Computing (GRADE). In Save the Games: A Digital Preservation Symposium. The Strong National Museum of Play, Rochester, New York. https://www.museumofplay.org/save-the-games-a-digital-preservation-symposium/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2024stg,
author = {Kieran Nolan},
title = {An Introduction to Grassroots of Digital Europe: from Historic to Contemporary Cultures of Creative Computing (GRADE)},
booktitle = {Save the Games: A Digital Preservation Symposium},
address = {The Strong National Museum of Play, Rochester, New York},
year = {2024},
month = {aug},
url = {https://www.museumofplay.org/save-the-games-a-digital-preservation-symposium/}
}
Nolan, K. (Aug 2024). Codifying the Material Iterations of Sega's Space Harrier. In Replaying Japan 2024, The 12th International Japan Game Studies Conference. University at Buffalo, SUNY. https://replaying.jp/category/2024/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2024rj,
author = {Kieran Nolan},
title = {Codifying the Material Iterations of Sega's Space Harrier},
booktitle = {Replaying Japan 2024, The 12th International Japan Game Studies Conference},
address = {University at Buffalo, SUNY},
year = {2024},
month = {aug},
url = {https://replaying.jp/category/2024/}
}
Nolan, K. (Jun 2024). Workshop Presentation / Lab Class - Make a Space Invaders Clone with Pico 8. In 2nd GRADE Conference (Grassroots of Digital Europe: from Historic to Contemporary Cultures of Creative Computing, EU COST Action 21141). Dundalk Institute of Technology. https://costgrade.eu/dundalk
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2024gdp8,
author = {Kieran Nolan},
title = {Workshop Presentation / Lab Class - Make a Space Invaders Clone with Pico 8},
booktitle = {2nd GRADE Conference (Grassroots of Digital Europe: from Historic to Contemporary Cultures of Creative Computing, EU COST Action 21141)},
address = {Dundalk Institute of Technology},
year = {2024},
month = {jun},
url = {https://costgrade.eu/dundalk}
}
Nolan, K. (Jun 2024). The Camera as an Interface: In-Game Graffiti Photography in Immersive Digital Environments. In Screen Studies in the Age of Extended Reality & Synthetic Media. Trinity College Dublin. https://www.tcd.ie/creativearts/research/ssc2024/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2024ssaersm,
author = {Kieran Nolan},
title = {The Camera as an Interface: In-Game Graffiti Photography in Immersive Digital Environments},
booktitle = {Screen Studies in the Age of Extended Reality \& Synthetic Media},
address = {Trinity College Dublin},
year = {2024},
month = {jun},
url = {https://www.tcd.ie/creativearts/research/ssc2024/}
}
@misc{nolan2024timeextension,
title = {Did You Know Ireland Has A Secret History Of Coin-Ops?},
howpublished = {Interview},
journal = {Time Extension},
note = {Time Extension},
year = {2024},
month = {jun},
url = {https://www.timeextension.com/features/did-you-know-ireland-has-a-secret-history-of-coin-ops},
keywords = {inpress}
}
Nolan, K. (May 2024). Video Games as Graffiti Art Memory Archives. In Droppin' Science: Hip Hop Ciphering and Deciphering, the seventh annual Meeting of the European HipHop Studies Network. University College Cork. https://globalcipher.org/home/cfp-droppin-science-conference/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2024ds,
author = {Kieran Nolan},
title = {Video Games as Graffiti Art Memory Archives},
booktitle = {Droppin' Science: Hip Hop Ciphering and Deciphering, the seventh annual Meeting of the European HipHop Studies Network},
address = {University College Cork},
year = {2024},
month = {may},
url = {https://globalcipher.org/home/cfp-droppin-science-conference/}
}
Nolan, K. (May 2024). Ireland's Electromechanical Game Manufacturing Industry 1958-1981. In History of Games International Conference. Birmingham City University. https://www.history-of-games.com/2024-programme/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2024HoG,
author = {Kieran Nolan},
title = {Ireland's Electromechanical Game Manufacturing Industry 1958-1981},
booktitle = {History of Games International Conference},
address = {Birmingham City University},
year = {2024},
month = {may},
url = {https://www.history-of-games.com/2024-programme/}
}
@inproceedings{Nolan2024RTEBrainstorm,
author = {Kieran Nolan},
title = {A secret history of coin-operated games manufacturing in Ireland},
booktitle = {RTÉ Brainstorm},
year = {2024},
month = {apr},
url = {https://www.rte.ie/brainstorm/2024/0416/1443762-coin-operated-games-manufacturing-ireland-mondial-co-am-co-idi-bally/}
}
Nolan, K. (Apr 2024). VR SuperGun: Interfacing Retro Arcade Hardware with Virtual and Augmented Reality. In Invited talk at College of Social Sciences Communication Program Symposium. University of Hawai'i at Manoa.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2024VRSG,
author = {Kieran Nolan},
title = {VR SuperGun: Interfacing Retro Arcade Hardware with Virtual and Augmented Reality},
booktitle = {Invited talk at College of Social Sciences Communication Program Symposium},
year = {2024},
address = {University of Hawai'i at Manoa},
month = {apr}
}
Nolan, K. (Mar 2024). Graffiti Photography in and through Video Games. In Fotoludica, the First Italian Conference on In-Game Photography. IULM University of Milan.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2024Graffiti,
author = {Kieran Nolan},
title = {Graffiti Photography in and through Video Games},
booktitle = {Fotoludica, the First Italian Conference on In-Game Photography},
year = {2024},
address = {IULM University of Milan},
month = {mar}
}
Nolan, K. (2024). VR SuperGun: Installation Edition. Edited by Ciolfi, L., Hogan, T., Döring, T., Jenkins, T., Dijk, J.V., Huron, S., Li, Z., Coyle, D. and Signer, B. In Proceedings of the Eighteenth International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2024, Cork, Ireland, February 11-14, 2024. ACM. pp. 99:1––99:3. https://doi.org/10.1145/3623509.3635324
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{DBLP:conf/tei/Nolan24,
author = {Kieran Nolan},
editor = {Luigina Ciolfi and
Trevor Hogan and
Tanja D{\"{o}}ring and
Tom Jenkins and
Jelle van Dijk and
Samuel Huron and
Zhuying Li and
David Coyle and
Beat Signer},
title = {{VR} SuperGun: Installation Edition},
booktitle = {Proceedings of the Eighteenth International Conference on Tangible,
Embedded, and Embodied Interaction, {TEI} 2024, Cork, Ireland, February
11-14, 2024},
pages = {99:1--99:3},
publisher = {{ACM}},
year = {2024},
url = {https://doi.org/10.1145/3623509.3635324},
doi = {10.1145/3623509.3635324},
timestamp = {Mon, 15 Apr 2024 12:21:42 +0200},
biburl = {https://dblp.org/rec/conf/tei/Nolan24.bib},
bibsource = {dblp computer science bibliography, https://dblp.org}
}
2023
Nolan, K. (Dec 2023). VR SuperGun: A Virtual Reality Telepresence Solution for Legacy Arcade Hardware. In ICAT-EGVE 2023, International Conference on Artificial Reality and Telexistence & Eurographics Symposium on Virtual Environments. Trinity College Dublin.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2023VRSGTelepresence,
author = {Kieran Nolan},
title = {VR SuperGun: A Virtual Reality Telepresence Solution for Legacy Arcade Hardware},
booktitle = {ICAT-EGVE 2023, International Conference on Artificial Reality and Telexistence \& Eurographics Symposium on Virtual Environments},
year = {2023},
address = {Trinity College Dublin},
month = {dec}
}
Nolan, K. (Nov 2023). Workshop - Introduction to Creating Interactive Visuals with p5.js. In Beta Art and Technology Festival, The Digital Hub. Dublin.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{BetaArtTech2023,
author = {Kieran Nolan},
title = {Workshop - Introduction to Creating Interactive Visuals with p5.js},
booktitle = {Beta Art and Technology Festival, The Digital Hub},
address = {Dublin},
month = {nov},
year = {2023}
}
Nolan, K. and Rollefson, J.G. (Sep 2023). H2Éire/IrishHipHop.com: From Online Community to Internet Archive (1999-2023). In Archiving Hip Hop: 50 Years of History in the Making. Open University, Milton Keynes.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2023IrishHipHop,
author = {Kieran Nolan and J. Griffith Rollefson},
title = {H2Éire/IrishHipHop.com: From Online Community to Internet Archive (1999-2023)},
booktitle = {Archiving Hip Hop: 50 Years of History in the Making},
year = {2023},
address = {Open University, Milton Keynes},
month = {sep}
}
Nolan, K. (Sep 2023). Workshop Presentation / Lab Class - Introduction to Creative Coding in p5.js. In 1st GRADE Workshop (Grassroots of Digital Europe: from Historic to Contemporary Cultures of Creative Computing, EU COST Action 21141). University of Turku.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{GRADEWorkshop2023,
author = {Kieran Nolan},
title = {Workshop Presentation / Lab Class - Introduction to Creative Coding in p5.js},
booktitle = {1st GRADE Workshop (Grassroots of Digital Europe: from Historic to Contemporary Cultures of Creative Computing, EU COST Action 21141)},
address = {University of Turku},
month = {sep},
year = {2023}
}
@inproceedings{nolan_rj2023,
author = {Nolan, Kieran},
title = {Fictional Arcade Games from Akira's Harukiya Bar},
booktitle = {Replaying Japan 2023 Conference Abstracts},
language = {English},
year = {2023},
month = {aug},
pages = {24-28},
publisher = {Centre for Game Studies, Ritsumeikan University},
location = {Nagoya Zokei University},
url = {https://kierannolan.com/wp-content/uploads/2023/08/RJ2023-Conference-Abstracts-final.pdf}
}
Nolan, K. (Aug 2023). Reactive Visuals in P5.Js with Custom Analog and Digital Inputs. In ACM SIGGRAPH 2023 Labs. SIGGRAPH '23. Association for Computing Machinery. Los Angeles, CA, USA. New York, NY, USA. ISBN: 9798400701535. https://doi.org/10.1145/3588029.3599742
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{10.1145/3588029.3599742,
author = {Nolan, Kieran},
title = {Reactive Visuals in P5.Js with Custom Analog and Digital Inputs},
year = {2023},
month = {aug},
isbn = {9798400701535},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3588029.3599742},
doi = {10.1145/3588029.3599742},
abstract = {This SIGGRAPH lab is an introduction to creating reactive graphics in p5.js that respond to inputs from external sensors connected through a hand-built circuit via the Raspberry Pi Pico microcontroller. Participants are guided through the process of building a working hardware and software template that can be further customised for their own creative designs.},
booktitle = {ACM SIGGRAPH 2023 Labs},
articleno = {8},
numpages = {2},
keywords = {interface, analog and digital sensors, p5js, arduino, raspberry pi pico, prototyping, physical computing, processing, reactive visuals},
location = {Los Angeles, CA, USA},
series = {SIGGRAPH '23}
}
Meades, A., Nolan, K. and Wade, A. (Jun 2023). Regional Histories of the UK and Ireland's Arcade Coin-Op Industry. In 2023 DiGRA International Conference. Universidad De Seville. EasyChair Preprint no. 10384. Presented at the panel Regional Histories of the UK and Ireland’s Arcade Coin-Op Industry. https://easychair.org/publications/preprint_open/M8cS
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{EasyChair:10384,
author = {Alan Meades and Kieran Nolan and Alex Wade},
title = {Regional Histories of the UK and Ireland's Arcade Coin-Op Industry},
howpublished = {EasyChair Preprint no. 10384},
year = {2023},
month = {jun},
url = {https://easychair.org/publications/preprint_open/M8cS},
booktitle = {2023 DiGRA International Conference},
note = {Presented at the panel Regional Histories of the UK and Ireland’s Arcade Coin-Op Industry},
location = {Universidad De Seville}
}
Nolan, K. (May 2023). Street Fighter II Arcade Adaptations across Manga and Anime. In Mechademia International Conference 'Aftermath'. Kyoto Seika University and Kyoto International Manga Museum.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2023StreetFighterIIMangaAnime,
author = {Kieran Nolan},
title = {Street Fighter II Arcade Adaptations across Manga and Anime},
booktitle = {Mechademia International Conference 'Aftermath'},
year = {2023},
address = {Kyoto Seika University and Kyoto International Manga Museum},
month = {may}
}
Nolan, K. (May 2023). Workshop Contributor. In Shaping The Metaverse, QUB MediaLab. Queen's University Belfast.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{ShapingMetaverse2023,
author = {Kieran Nolan},
title = {Workshop Contributor},
booktitle = {Shaping The Metaverse, QUB MediaLab},
organization = {Queen's University Belfast},
month = {may},
year = {2023}
}
Nolan, K. (May 2023). In-Game Photography, Machinima, and The Videogame Screen as a Lens. In Irish Screen Studies Symposium. Long Room Hub, Trinity College Dublin.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2023InGamePhotography,
author = {Kieran Nolan},
title = {In-Game Photography, Machinima, and The Videogame Screen as a Lens},
booktitle = {Irish Screen Studies Symposium},
year = {2023},
address = {Long Room Hub, Trinity College Dublin},
month = {may}
}
@misc{nolan2023independent,
title = {A new motto for Meta and Zuckerberg: if you break things, you'll pay for it},
howpublished = {Interview},
journal = {Irish Independent},
note = {Irish Independent},
year = {2023},
month = {jan},
url = {https://www.independent.ie/business/technology/a-new-motto-for-meta-and-zuckerberg-if-you-break-things-youll-pay-for-it/42265538.html},
keywords = {inpress}
}
@article{nolan_romchip:_2023,
author = {Kieran Nolan},
title = {Arcade Entropy: Materiality and Repair(ing) Authenticity},
journal = {ROMchip: A Journal of Game Histories},
volume = {5},
number = {1},
year = {2023},
issn = {2573-9794},
url = {https://romchip.org/index.php/romchip-journal/article/view/183}
}
2022
Nolan, K. (Nov 2022). VR SuperGun: Interfacing 1980s Arcade Hardware with Online Virtual Reality. In Irish Human Computer Interaction (iHCI) Symposium. Belfast School of Art, Ulster University.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2022ihci,
author = {Kieran Nolan},
title = {VR SuperGun: Interfacing 1980s Arcade Hardware with Online Virtual Reality},
booktitle = {Irish Human Computer Interaction (iHCI) Symposium},
year = {2022},
address = {Belfast School of Art, Ulster University},
month = {nov}
}
@inproceedings{Nolan2022HoG,
author = {Kieran Nolan},
title = {Graffiti and Street Art in Games},
booktitle = {History of Games International Conference},
year = {2022},
address = {Online},
month = {nov},
url = {https://www.history-of-games.com/2022-virtual-conference/}
}
Nolan, K. (Sep 2022). Arcade Aesthetics, Play and Preservation through Blockchain and NFTs. In OxBAT 2022, Oxford Blockchain, Art & Technology Conference. Magdalen College, University of Oxford. https://oxbat.web.ox.ac.uk/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{Nolan2022oxbat,
author = {Kieran Nolan},
title = {Arcade Aesthetics, Play and Preservation through Blockchain and NFTs},
booktitle = {OxBAT 2022, Oxford Blockchain, Art \& Technology Conference},
year = {2022},
address = {Magdalen College, University of Oxford},
month = {sep},
url = {https://oxbat.web.ox.ac.uk/}
}
@inproceedings{nolan_rj2022,
author = {Nolan, Kieran},
title = {Street Fighter II: Early 1990s Bootlegs and Contemporary Homebrews for Retro Platforms},
booktitle = {Replaying Japan 2022 Conference Abstracts},
language = {English},
year = {2022},
month = {aug},
pages = {73-75},
publisher = {Centre for Game Studies, Ritsumeikan University},
location = {Online},
url = {https://kierannolan.com/wp-content/uploads/2022/08/ReplayingJapan2022_BookOfAbstracts.pdf}
}
Nolan, K. (Jul 2022). 3D and VR Reconstructions of Japan's Game Centres. In Japanese Game Centres as Urban Play Spaces workshop. DiGRA International Conference. Jagiellonian University, Kraków.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2022,
author = {Kieran Nolan},
title = {3D and VR Reconstructions of Japan's Game Centres},
booktitle = {Japanese Game Centres as Urban Play Spaces workshop},
year = {2022},
month = {jul},
organization = {DiGRA International Conference},
address = {Jagiellonian University, Kraków}
}
Nolan, K. (Apr 2022). Art Research through Arcade Interfaces. In D.A.T.A. - Dublin Art and Technology Association, DATA Event 69.0. NCAD / National College of Art and Design. Dublin.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2022art,
author = {Nolan, Kieran},
title = {Art Research through Arcade Interfaces},
booktitle = {D.A.T.A. - Dublin Art and Technology Association, DATA Event 69.0},
year = {2022},
month = {apr},
organization = {NCAD / National College of Art and Design},
address = {Dublin}
}
Nolan, K. (Mar 2022). Art Research Experiments in Arcade Interface Reflexivity. In ACM SIGGRAPH Digital Arts Community SPARKS, Artists' Games: Critical and Creative Approaches in New Media Art. Online.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2022sparks,
author = {Kieran Nolan},
title = {Art Research Experiments in Arcade Interface Reflexivity},
booktitle = {ACM SIGGRAPH Digital Arts Community SPARKS, Artists' Games: Critical and Creative Approaches in New Media Art},
year = {2022},
month = {mar},
organization = {Online}
}
2021
Nolan, K. (Aug 2021). VR SuperGun: Interfacing 1980s Arcade Hardware with Online Virtual Reality. In ACM SIGGRAPH 2021 Immersive Pavilion. SIGGRAPH '21. Association for Computing Machinery. Virtual Event, USA. New York, NY, USA. ISBN: 9781450383684. https://doi.org/10.1145/3450615.3464526
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{10.1145/3450615.3464526,
author = {Nolan, Kieran},
title = {VR SuperGun: Interfacing 1980s Arcade Hardware with Online Virtual Reality},
year = {2021},
month = {aug},
isbn = {9781450383684},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3450615.3464526},
doi = {10.1145/3450615.3464526},
abstract = {VR SuperGun is a custom hardware and software prototype allowing play of original arcade platforms through a network connection, reconstituting the material form of the arcade cabinet in digital space. It extends the format of the SuperGun, a device that contains the wiring of an arcade cabinet in consolised form.},
booktitle = {ACM SIGGRAPH 2021 Immersive Pavilion},
articleno = {16},
numpages = {2},
keywords = {webxr, videogames, emulation, arcade, virtual reality, physical computing},
location = {Virtual Event, USA},
series = {SIGGRAPH '21}
}
Nolan, K. (Aug 2021). Eagle's Computer Warrior: Japanese Arcades to UK Comics via Licensed Coin-Op to Home Computer Conversions. In Replaying Japan 2021 Conference Abstracts. AI for Society (AI4S) signature area, Kule Institute for Advanced Study (KIAS), and Prince Takamado Japan Centre (PTJC), University of Alberta. Edmonton, Canada and Online. pp. 33–34. http://replaying.jp/wp-content/uploads/2021/08/2021_abstracts.pdf
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan_rj2021,
author = {Nolan, Kieran},
title = {Eagle's Computer Warrior: Japanese Arcades to UK Comics via Licensed Coin-Op to Home Computer Conversions},
booktitle = {Replaying Japan 2021 Conference Abstracts},
language = {English},
year = {2021},
month = {aug},
pages = {33-34},
publisher = {AI for Society (AI4S) signature area, Kule Institute for Advanced Study (KIAS), and Prince Takamado Japan Centre (PTJC), University of Alberta},
location = {Edmonton, Canada and Online},
url = {http://replaying.jp/wp-content/uploads/2021/08/2021_abstracts.pdf}
}
Nolan, K. (Apr 2021). Panel Talk Participant. Sample-Studios and UCC Dept. of Digital Humanities. Online. Digital Art in Ireland Panel Discussion, with EL Putnam, Conor McGarrigle, and Chris Clarke.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2021panel,
author = {Nolan, Kieran},
title = {Panel Talk Participant},
howpublished = {Digital Art in Ireland Panel Discussion, with EL Putnam, Conor McGarrigle, and Chris Clarke},
year = {2021},
month = {apr},
organization = {Sample-Studios and UCC Dept. of Digital Humanities},
address = {Online}
}
@article{nolan_21_ijpadm,
author = {Kieran Nolan},
title = {Retro Arcade Games as Expressive and Performative Interfaces},
journal = {International Journal of Performance Arts and Digital Media},
volume = {17},
number = {2},
pages = {215-233},
year = {2021},
publisher = {Routledge},
doi = {10.1080/14794713.2021.1943632},
url = {https://doi.org/10.1080/14794713.2021.1943632},
eprint = {https://doi.org/10.1080/14794713.2021.1943632}
}
Nolan, K. (2021). Experimental Arcade Video Games as Self-Reflexive Media Art. Edited by O'Sullivan, J. In Digital Art in Ireland: New Media and Irish Artistic Practice. Anthem Press. pp. 91–104.
Book Chapter
[BibTeX]
@inbook{nolan_2021,
title = {Experimental Arcade Video Games as Self-Reflexive Media Art},
booktitle = {Digital Art in Ireland: New Media and Irish Artistic Practice},
publisher = {Anthem Press},
author = {Nolan, Kieran},
editor = {O'Sullivan, James},
year = {2021},
pages = {91-104}
}
@misc{nolan2020tokyogameshow,
author = {Nolan, Kieran},
title = {VR SuperGun},
note = {Selected Exhibit, Indie Games Arena},
organization = {Tokyo Game Show},
year = {2020},
month = {sep},
address = {Tokyo},
url = {https://tgs-online.eventos.tokyo/web/portal/309/event/1214/module/booth/33324/21470f},
keywords = {exhibition_reference}
}
Nolan, K. (Aug 2020). DIY Micro Arcades: Game Center Dioramas and Coin-Op Miniatures. In Replaying Japan 2020, The 8th International Japan Game Studies Conference. University of Liege. Online. https://replaying.jp/category/replaying-japan-2020/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2020microarcades,
author = {Nolan, Kieran},
title = {DIY Micro Arcades: Game Center Dioramas and Coin-Op Miniatures},
booktitle = {Replaying Japan 2020, The 8th International Japan Game Studies Conference},
year = {2020},
month = {aug},
organization = {University of Liege},
address = {Online},
url = {https://replaying.jp/category/replaying-japan-2020/}
}
@misc{nolan2020japanmediaartsfestival,
author = {Nolan, Kieran},
title = {VR SuperGun},
note = {Jury Selection, Entertainment Division},
organization = {23rd Japan Media Arts Festival},
year = {2020},
address = {Tokyo},
url = {http://archive.j-mediaarts.jp/en/festival/2020/entertainment/works/VR_SuperGun/},
isbn = {2390017000086},
keywords = {exhibition_reference}
}
2019
Nolan, K. (Nov 2019). Arcade Videogames as Aesthetic Interfaces and Self-Reflexive Research Artefacts. In Invited Talk at SHU Cultural, Communication and Computing Research Institute (C3RI). Sheffield Hallam University. https://blogs.shu.ac.uk/c3riimpact/kieran-nolan/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2019arcade,
author = {Nolan, Kieran},
title = {Arcade Videogames as Aesthetic Interfaces and Self-Reflexive Research Artefacts},
booktitle = {Invited Talk at SHU Cultural, Communication and Computing Research Institute (C3RI)},
year = {2019},
month = {nov},
organization = {Sheffield Hallam University},
url = {https://blogs.shu.ac.uk/c3riimpact/kieran-nolan/}
}
@inproceedings{nolan2019archive,
author = {Nolan, Kieran},
title = {Arcade Archive Authenticity: Schematics, Spare Parts, and Retrofits},
booktitle = {Collaborative Game Histories},
year = {2019},
month = {oct},
organization = {Finnish Museum of Games},
address = {Tampere},
url = {https://sites.utu.fi/pelimuseoseminar/past-events/archive/}
}
Nolan, K. (Aug 2019). Arcade Game Design Adaptations: 1980s and 1990s Japanese Coin-Op Conversions and Pseudo Sequels for Western Computer Platforms.. In Replaying Japan 2019 Conference Abstracts. Centre for Game Studies, Ritsumeikan University. Kyoto, Japan. pp. 182–183. https://drive.google.com/file/d/1J3rdk3TY6T2B_wOL679Lau7iKllXjKTN/view
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan_rj2019,
author = {Nolan, Kieran},
title = {Arcade Game Design Adaptations: 1980s and 1990s Japanese Coin-Op Conversions and Pseudo Sequels for Western Computer Platforms.},
booktitle = {Replaying Japan 2019 Conference Abstracts},
language = {English},
year = {2019},
month = {aug},
pages = {182-183},
publisher = {Centre for Game Studies, Ritsumeikan University},
location = {Kyoto, Japan},
url = {https://drive.google.com/file/d/1J3rdk3TY6T2B_wOL679Lau7iKllXjKTN/view}
}
Nolan, K. (Jul 2019). VR SuperGun: Arcade Game Materiality. In ELO2019, The Electronic Literature Organization Conference & Media Arts Festival. University College Cork. https://cora.ucc.ie/handle/10468/8128
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2019vr,
author = {Nolan, Kieran},
title = {VR SuperGun: Arcade Game Materiality},
booktitle = {ELO2019, The Electronic Literature Organization Conference \& Media Arts Festival},
year = {2019},
month = {jul},
organization = {University College Cork},
url = {https://cora.ucc.ie/handle/10468/8128}
}
Nolan, K. (Jun 2019). Arcade Materiality Across Analog and Digital Space. In Sites of Gaming and Arcade Situations, International Conference on the Cultural History of (Video)Game Arcades. Carl von Ossietzky University of Oldenburg. https://uol.de/f/3/inst/kunst/bilder/Seitenelemente/Plakat6.pdf
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2019ceegs,
author = {Nolan, Kieran},
title = {Arcade Materiality Across Analog and Digital Space},
booktitle = {Sites of Gaming and Arcade Situations, International Conference on the Cultural History of (Video)Game Arcades},
year = {2019},
month = {jun},
organization = {Carl von Ossietzky University of Oldenburg},
url = {https://uol.de/f/3/inst/kunst/bilder/Seitenelemente/Plakat6.pdf}
}
Nolan, K. (May 2019). Teaching with Twine to Author Media Rich Interactive Narratives. In Book of Abstracts. Edtech 2019: The Digital Transformation of Irish Higher and Further Education - Real or Imagined?. Irish Learning Technology Association. Dundalk. pp. 152–153. https://ilta.ie/wp-content/uploads/2019/05/Edtech-19-Book-of-Abstracts-1.pdf
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan_edtech2019,
author = {Nolan, Kieran},
title = {Teaching with Twine to Author Media Rich Interactive Narratives},
booktitle = {Book of Abstracts. Edtech 2019: The Digital Transformation of Irish Higher and Further Education - Real or Imagined?},
language = {English},
year = {2019},
month = {may},
day = {31},
pages = {152-153},
publisher = {Irish Learning Technology Association},
location = {Dundalk},
url = {https://ilta.ie/wp-content/uploads/2019/05/Edtech-19-Book-of-Abstracts-1.pdf}
}
Nolan, K. and Sloane, K. (May 2019). Retro Videogame Aesthetics and the Alien Universe. In 40 Years of Alien Symposium, Abstracts. Centre for Film, Television and Screen Studies, Bangor University. Bangor, UK. pp. 9–10. 40 Years of Alien Symposium; Conference date: 23-05-2019 Through 24-05-2019. http://alien40.bangor.ac.uk/programme.php.en
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan_sloane_alien40_2019,
title = {Retro Videogame Aesthetics and the Alien Universe},
booktitle = {40 Years of Alien Symposium, Abstracts},
author = {Kieran Nolan and Kenneth Sloane},
address = {Bangor, UK},
year = {2019},
month = {may},
day = {24},
pages = {9-10},
abstract = {The constraints of vintage computing platforms bear upon both the cinematic Alien universe and its videogame offshoots.
The cathode ray tube green screens of the Nostromo's MU-TH-UR 6000 are shaped by the constraints of 1980s hardware, but translate appropriately to 2122. The text displays of command line parsers remain a universal baseline of interface functionality, befitting a utilitarian focussed cargo vessel. Similarly the 1982 Grid Compass 1136 laptops used as remote sentry terminals during Aliens are minimalist due to their vintage, featuring monochrome amber displays and industrial design suitably spartantic for a military mission.
During the last four decades the Alien saga has crossed over to multiple paratextual forms, including videogames. Videogames are aesthetic interfaces, shaped by platform constraints. The platform constraints faced by game developers in the 1980s and 1990s have each necessitated unique creative takes on remediating the narrative and atmosphere of the Alien franchise as it has imprinted across the timeline of videogame platform evolution over nearly four decades, the initial entry been Alien by Fox Video Games (1982) for the Atari 2600 console.
This paper focuses in particular on three notable examples of Alien accross retro videogame platforms, each representing an individual generation of retro game aesthetic. These are Alien (1985) by Concept Press Software for the 8-bit Amstrad CPC microcomputer, Alien 3 (1992), developed by Probe Software for the 16-bit Sega Megadrive, and Alien Vs Predator (1994) by Rebellion for the Atari Jaguar, the first 64-bit game console. Each of the games detailed are examined in terms of audiovisual aesthetic, narrative, and authenticity to the franchise.
As early examples of movie to videogame adaptations, the system constraints of each host system add unique layers to perception of the Alien narrative, at times augmenting and adapting canon to adapt the movies' properties to interactive form.},
publisher = {Centre for Film, Television and Screen Studies, Bangor University},
note = {40 Years of Alien Symposium ; Conference date: 23-05-2019 Through 24-05-2019},
url = {http://alien40.bangor.ac.uk/programme.php.en}
}
Nolan, K. (May 2019). Arcade Videogame Materiality: VR SuperGun. In The State of Play. Technological University Dublin, City Campus.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2019videogame,
author = {Nolan, Kieran},
title = {Arcade Videogame Materiality: VR SuperGun},
booktitle = {The State of Play},
year = {2019},
month = {may},
organization = {Technological University Dublin, City Campus}
}
Nolan, K. (Apr 2019). Game Aesthetics: Platform Constraints + Creative Affordances. In Game Talk #4. MA in Game Design, IULM University of Milan. http://gamedesign.university/kieran-nolan
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2019game,
author = {Nolan, Kieran},
title = {Game Aesthetics: Platform Constraints + Creative Affordances},
booktitle = {Game Talk \#4},
year = {2019},
month = {apr},
organization = {MA in Game Design, IULM University of Milan},
url = {http://gamedesign.university/kieran-nolan}
}
Nolan, K. (2019). The Art, Aesthetics, and Materiality of the Arcade Videogame Interface: A Practice-Included JAMMA Era Arcade Platform Study.. Trinity College Dublin. http://www.tara.tcd.ie/handle/2262/90862
Thesis
[BibTeX]
@thesis{nolan_art_thesis_2019,
title = {The {Art}, {Aesthetics}, and {Materiality} of the {Arcade} {Videogame} {Interface}: {A} {Practice}-{Included} {JAMMA} {Era} {Arcade} {Platform} {Study}.},
url = {http://www.tara.tcd.ie/handle/2262/90862},
school = {Trinity College Dublin},
author = {Nolan, Kieran},
year = {2019}
}
2018
Nolan, K. (Nov 2018). Indie Game and New Media Exhibitions as Interface Layers. In iHCI 2018, 12th Annual Irish Human Computer Interaction Conference. University of Limerick. https://irishhci.wordpress.com/programme/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2018indie,
author = {Nolan, Kieran},
title = {Indie Game and New Media Exhibitions as Interface Layers},
booktitle = {iHCI 2018, 12th Annual Irish Human Computer Interaction Conference},
year = {2018},
month = {nov},
organization = {University of Limerick},
url = {https://irishhci.wordpress.com/programme/}
}
@inproceedings{nolan2018jamma,
author = {Nolan, Kieran},
title = {JAMMA Arcade Platform: Interface Constraints and Aesthetic Affordances},
booktitle = {Replaying Japan 2018},
year = {2018},
month = {aug},
organization = {The 6th International Japan Game Studies Conference},
address = {National Videogame Arcade, Nottingham},
url = {https://replaying.jp/wp-content/uploads/2018/08/Replaying2018conferencebook-1.pdf}
}
Nolan, K. (2018). Bridging Authenticity and Virtualisation in Arcade Videogame Interaction. In IEEE Games, Entertainment, Media Conference, GEM 2018, Galway, Ireland, August 15-17, 2018. IEEE. pp. 1––9. https://doi.org/10.1109/GEM.2018.8516455
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{DBLP:conf/gamesem/Nolan18,
author = {Kieran Nolan},
title = {Bridging Authenticity and Virtualisation in Arcade Videogame Interaction},
booktitle = {{IEEE} Games, Entertainment, Media Conference, {GEM} 2018, Galway, Ireland, August 15-17, 2018},
pages = {1--9},
publisher = {{IEEE}},
year = {2018},
url = {https://doi.org/10.1109/GEM.2018.8516455},
doi = {10.1109/GEM.2018.8516455},
timestamp = {Wed, 16 Oct 2019 14:14:48 +0200},
biburl = {https://dblp.org/rec/conf/gamesem/Nolan18.bib},
bibsource = {dblp computer science bibliography, https://dblp.org}
}
@inproceedings{DBLP:conf/digra/Nolan18,
author = {Kieran Nolan},
editor = {Riccardo Fassone and Matteo Bittanti and Torill Elvira Mortensen and Martin R. Gibbs},
title = {The Human Machine Art Interface: Arcade Port Aesthetics and Production Practices},
booktitle = {Proceedings of the 2018 DiGRA International Conference: The Game is the Message, DiGRA 2018, Turin, Italy, July 25-28, 2018},
publisher = {Digital Games Research Association},
year = {2018},
url = {http://www.digra.org/digital-library/publications/the-human-machine-art-interface-arcade-port-aesthetics-and-production-practices/},
timestamp = {Wed, 10 Feb 2021 08:46:11 +0100},
biburl = {https://dblp.org/rec/conf/digra/Nolan18.bib},
bibsource = {dblp computer science bibliography, https://dblp.org}
}
@inproceedings{nolan2017arcade,
author = {Nolan, Kieran},
title = {Arcade Videogame Platform Art, Materiality, and Preservation Tactics},
booktitle = {Game Studies Seminar, Centre for Computer Games Research},
year = {2017},
month = {nov},
organization = {IT University of Copenhagen},
url = {https://blogit.itu.dk/msgproject/event/game-studies-seminar-2}
}
Nolan, K. (2017). Indie Game and Media Art Exhibition Spaces as Interface Layers. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play. CHI PLAY '17 Extended Abstracts. Association for Computing Machinery. Amsterdam, The Netherlands. New York, NY, USA. pp. 37–45. ISBN: 9781450351119. https://doi.org/10.1145/3130859.3131430
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{10.1145/3130859.3131430,
author = {Nolan, Kieran},
title = {Indie Game and Media Art Exhibition Spaces as Interface Layers},
year = {2017},
isbn = {9781450351119},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3130859.3131430},
doi = {10.1145/3130859.3131430},
abstract = {This paper explores how the human computer interface of the experimental indie game Control was augmented through five different exhibitions across both new media art and indie game spaces. Interface elements considered include the tangible control input type, the style of visual display used, as well as the situated space of the game installation itself. Each installation setup encouraged a different style of interaction with the artifact. Observation of users in the exhibition spaces both live and through promotional video documentation alongside feedback given both in-situ and through press reviews provided valuable feedback into the development of the game, influencing its future development path.},
booktitle = {Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play},
pages = {37-45},
numpages = {9},
keywords = {constraints, arcade, exhibition, interface, curation, indie game, control, metagame},
location = {Amsterdam, The Netherlands},
series = {CHI PLAY '17 Extended Abstracts}
}
Nolan, K. (2017). Arcade culture survivalism: Copyright circumventions, gameplay modifications, and platform augmentations of classic coin-operated video games. Edited by Mago, Z., Buček, S. and Kabát, M. In Abstract Proceedings of the Central and Eastern European Game Studies Conference 2017. Faculty of Mass Media Commnunication, University of Ss. Cyril and Methodius. Trnava, Slovak Republic. pp. 109–110. Abstract Proceedings of the Central and Eastern European Game Studies Conference. September 28-30, 2017. Trnava, Slovak Republic. ISBN: 978-80-8105-873-8. https://web.archive.org/web/20170929203014/http://2017.ceegs.eu/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan_ceegs2017,
address = {Trnava, Slovak Republic},
abstract = {This paper posits that the practices of hacking, modification, and retrofitting of arcade video games, by bootleggers, the retro arcade preservation community, and game artists serve to preserve and extend the lifespans and functionality of classic arcade platforms. By ignoring intellectual property conditions and circumventing bespoke play-only computational media, retro communities and black market enterprises render classic arcade platforms as into editable, augmentable form, allowing hardware and software adjustments for modification of gameplay and continued operation. Parallel to these commercial and archival focused activities, the repurposing of arcade platforms as editable canvasses allows experimentation by artists within the constraints of legacy arcade aesthetics.
Going beyond the reverse engineering of BIOS chips and duplication of ROM sets, the modified Bootleg editions of heavily pirated 1990s arcade titles such as Mortal Kombat II: Challenger Hack (1993) and Street Fighter 2: Rainbow Edition by Hung Hsi Enterprise Taiwan (c.1992) exist as combinations of fan service and black market entrepreneurship. These bootlegs proved popular to the extent that they directly influenced the development of Street Fighter Turbo II - Hyper Fighting (1992) and subsequent editions. Gameplay innovations adapted by Capcom from the bootleg editions include the adding of a fireball attack to Chun-Li's fighting repertoire, and the ability to perform special moves in mid-air (Leone 2014).
The retro arcade scene as represented by online communities such as JAMMA+ and UKVAC display constant innovation in their work collecting and maintaining classic arcade games. Enthusiasts from diverse backgrounds including engineers, machinists, graphic designers, assembly language programmers pool together to provide resources for the refurbishment and retrofitting of arcade platforms long abandoned by their original creators. The Donkey Kong Internet High Score Kit (2016) exemplifies the ingenuity of the retro preservation community, bringing 1981 hardware to the internet age, compensating for the disappearance of the arcades as communal gathering points by facilitating competitive tournament play across network space.
These survival techniques come at a price however to the perceived authenticity of classic videogaming platforms in the collectors market. This hierarchy is topped by the original hardware platforms, while software emulators such as MAME and Retropie occupying the lower rungs of the value ladder, despite their close to identical functionality. The middle ground is occupied by bootleg arcade hardware, in particular modern FPGA (Field-Programmable Gate Array) based systems that simulate rather than emulate.
Although existing in separate strands of arcade culture, and motivated by different factors, the three parallels of piracy, preservation, and artistic experimentation serve as necessary augmentations of the commercially sealed, consumer level interface of the arcade platform, contributing to the continued archival, active play, and cultural exposure of retro arcade games, platforms, and aesthetics.},
author = {Nolan, Kieran},
editor = {Mago, Zdenko and Buček, Silvester and Kabát, Michal},
booktitle = {Abstract Proceedings of the Central and Eastern European Game Studies Conference 2017},
publisher = {Faculty of Mass Media Commnunication, University of Ss. Cyril and Methodius},
title = {Arcade culture survivalism: Copyright circumventions, gameplay modifications, and platform augmentations of classic coin-operated video games},
keywords = {emulation, authenticity, platform, retro, arcade, fan communities, bootlegs, preservation},
year = {2017},
pages = {109-110},
isbn = {978-80-8105-873-8},
note = {Abstract Proceedings of the Central and Eastern European Game Studies Conference. September 28-30, 2017. Trnava, Slovak Republic.},
url = {https://web.archive.org/web/20170929203014/http://2017.ceegs.eu/}
}
Nolan, K. (2017). Arcade Operator: An Art Game Experiment About Arcade Repair. In Video Game Art Reader: Volume 1. Amherst College Press. pp. 43–51. ISBN: 9781943208432. http://www.jstor.org/stable/10.3998/mpub.12471115.8
Journal Article
[BibTeX]
@article{10.3998/mpub.12471115.8,
isbn = {9781943208432},
url = {http://www.jstor.org/stable/10.3998/mpub.12471115.8},
abstract = {Arcade Operator (Test Rom Edition) is an experimental art game where the player takes on the role of a video game Arcade Operator. Instead of playing the coin-ops present in the diegetic space of the onscreen arcade, the player must interface with the game cabinets as both operator and technician. Arcade Operator's style of interaction is closely based on the side-scrolling brawler sub-genre of arcade gaming, switching the user context to a non-gameplay mode of interfacing with arcade video game platforms, albeit in an abstracted form through an arcade play mechanic.},
author = {Kieran Nolan},
booktitle = {Video Game Art Reader: Volume 1},
pages = {43-51},
publisher = {Amherst College Press},
title = {Arcade Operator: An Art Game Experiment About Arcade Repair},
year = {2017}
}
2016
Nolan, K. (Oct 2016). Sketching from the Screen: The Processes and Aesthetics of Arcade to Home Computer Game Ports in the 1980s and 1990s. In CEEGS / Central and Eastern European Game Studies Conference 2016. Centre for the Meetings of Culture, Lublin. Part of the WYSI(N)WYG: Video Game Visualities and Aesthetics Workshop at CEEGS Conference. https://web.archive.org/web/20170929203014/http://2017.ceegs.eu/
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2016sketching,
author = {Nolan, Kieran},
title = {Sketching from the Screen: The Processes and Aesthetics of Arcade to Home Computer Game Ports in the 1980s and 1990s},
booktitle = {CEEGS / Central and Eastern European Game Studies Conference 2016},
year = {2016},
month = {oct},
organization = {Centre for the Meetings of Culture, Lublin},
note = {Part of the WYSI(N)WYG: Video Game Visualities and Aesthetics Workshop at CEEGS Conference},
url = {https://web.archive.org/web/20170929203014/http://2017.ceegs.eu/}
}
Nolan, K. (Aug 2016). Arcade Videogame Interface Art, Aesthetics and Materiality. In DiGRA / FDG 2016: 1st International Joint Conference of DiGRA and FDG. University of Abertay, Dundee.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2016arcade,
author = {Nolan, Kieran},
title = {Arcade Videogame Interface Art, Aesthetics and Materiality},
booktitle = {DiGRA / FDG 2016: 1st International Joint Conference of DiGRA and FDG},
year = {2016},
month = {aug},
organization = {University of Abertay, Dundee}
}
Nolan, K. (Jul 2016). Indie Games as Art Research. In The State of Play 2016. Dublin Institute of Technology.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2016indie,
author = {Nolan, Kieran},
title = {Indie Games as Art Research},
booktitle = {The State of Play 2016},
year = {2016},
month = {jul},
organization = {Dublin Institute of Technology}
}
Nolan, K. (May 2016). Arcade Videogame Art. In Playing the Game. IED Istituto Europeo di Design, Milan.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2016arcadeart,
author = {Nolan, Kieran},
title = {Arcade Videogame Art},
booktitle = {Playing the Game},
year = {2016},
month = {may},
organization = {IED Istituto Europeo di Design, Milan}
}
@misc{nolan2016isea,
author = {Nolan, Kieran},
title = {Control},
howpublished = {ISEA / International Symposium on Electronic Art 2016 Cultural R$>$Evolution},
year = {2016},
month = {may},
address = {Hong Kong},
organization = {HK Polytechnic University},
url = {https://isea-archives.siggraph.org/art-events/control-by-kieran-nolan/},
pages = {203--206},
keywords = {exhibition_reference}
}
Nolan, K. (2016). Arcade Videogame Interface Aesthetics. In Cultural R>Evolution: proceedings of the 22nd International Symposium on electronic Art. School of Creative Media, City University of Hong Kong. Hong Kong. pp. 128–134.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan_arcade_2016,
address = {Hong Kong},
title = {Arcade {Videogame} {Interface} {Aesthetics}},
shorttitle = {Cultural R>Evolution},
language = {English},
booktitle = {Cultural R$>$Evolution: proceedings of the 22nd International Symposium on electronic Art},
publisher = {School of Creative Media, City University of Hong Kong},
author = {Nolan, Kieran},
year = {2016},
pages = {128-134}
}
Hogan, T., Hornecker, E., Stusak, S., Jansen, Y., Alexander, J., Moere, A.V., Hinrichs, U. and Nolan, K. (2016). Tangible Data, Explorations in Data Physicalization. In Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. TEI '16. Association for Computing Machinery. Eindhoven, Netherlands. New York, NY, USA. pp. 753–756. ISBN: 9781450335829. https://doi.org/10.1145/2839462.2854112
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{10.1145/2839462.2854112,
author = {Hogan, Trevor and Hornecker, Eva and Stusak, Simon and Jansen, Yvonne and Alexander, Jason and Moere, Andrew Vande and Hinrichs, Uta and Nolan, Kieran},
title = {Tangible Data, Explorations in Data Physicalization},
year = {2016},
isbn = {9781450335829},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/2839462.2854112},
doi = {10.1145/2839462.2854112},
abstract = {Humans have represented data in many forms for thousands of years, yet the main sensory channel we use to perceive these representations today still remains largely exclusive to sight. Recent developments, such as advances in digital fabrication, microcontrollers, actuated tangibles, and shape-changing interfaces offer new opportunities to encode data in physical forms and have stimulated the emergence of 'Data Physicalization' as a research area.The aim of this workshop is (1) to create an awareness of the potential of Data Physicalization by providing an overview of state-of-the-art research, practice, and tools and (2) to build a community around this emerging field and start to discuss a shared research agenda. This workshop therefore addresses both experienced researchers and practitioners as well as those who are new to the field but interested in applying Data Physicalization to their own (research) practice. The workshop will provide opportunities for participants to explore Data Physicalization hands-on, by creating their own prototypes. These practical explorations will lead into reflective discussions on the role tangibles and embodiment play in Data Physicalization and the future research challenges for this area.},
booktitle = {Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {753-756},
numpages = {4},
keywords = {Embodiment, Tangible User Interface, Shape-changing Interfaces, Data Physicalization},
location = {Eindhoven, Netherlands},
series = {TEI '16}
}
@misc{nolan2015gameon,
author = {Nolan, Kieran},
title = {Control. Game on! El arte en juego},
year = {2015},
month = {nov},
venue = {San Martín Cultural Center},
address = {Buenos Aires},
url = {https://gameonexperience.wordpress.com/2015/11/05/falta-menos-por-comenzar-la-nueva-edicion/},
keywords = {exhibition_reference}
}
Nolan, K. (Oct 2015). Video Games as Self-Reflexive New Media Research Artefacts. In Research Leaders Seminar Series. Dundalk Institute of Technology.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2015videogames,
author = {Nolan, Kieran},
title = {Video Games as Self-Reflexive New Media Research Artefacts},
booktitle = {Research Leaders Seminar Series},
year = {2015},
month = {oct},
organization = {Dundalk Institute of Technology}
}
@misc{nolan2015materiality,
author = {Nolan, Kieran},
title = {Control. Materiality},
year = {2015},
month = {may},
venue = {University Gallery, National University of Ireland Galway},
url = {https://web.archive.org/web/20150801053744/http://atrl.ie/},
note = {Exhibition ran in May and June 2015},
keywords = {exhibition_reference}
}
@misc{nolan2015vector,
author = {Nolan, Kieran},
title = {Control. Vector 2015, To Utility and Beyond: Interface Experiments in New Media and Game Art},
year = {2015},
month = {feb},
venue = {Interaccess Gallery},
location = {Toronto},
url = {http://vectorfestival.org/2015-exhibition-to-utility-and-beyond-interface-experiments-in-new-media-and-game-art/},
keywords = {exhibition_reference},
note = {Exhibition ran during February and March 2015}
}
Nolan, K. (2015). Experimental (Game) Interaction Design. In D.I.C.E. Letterkenny Institute of Technology.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2015experimental,
author = {Nolan, Kieran},
title = {Experimental (Game) Interaction Design},
booktitle = {D.I.C.E.},
year = {2015},
organization = {Letterkenny Institute of Technology}
}
@article{nolan_vrame:_2014,
title = {{VRAME}: {A} {VR} {Arcade} {Cabinet} {Emulator} {Prototype}},
volume = {3},
issn = {2245-7607},
url = {https://transmediale.de/content/post-digital-research-1},
abstract = {This article is a background research piece into the development of an experimental installation that prototypes the post-digital trajectory of arcade videogame emulation. It explores how interfacing with arcade videogame cabinets can be recreated in VR space, not just authentically recreating videogame input and feedback aesthetics, but also the external and internal physicality of the cabinet, alongside the ambience of the videogame arcade.},
number = {1},
journal = {Post Digital Research},
author = {Nolan, Kieran},
editor = {Andersen, Christian Ulrik and Cox, Geoff},
year = {2014},
pages = {21}
}
Lynch, R., Mallon, B. and Nolan, K. (2014). Blending Narrative, Play and Learning: An Examination of Alternate Reality Games as a Game-Based Learning Tool. Edited by Felicia, P. In Game Based Learning: Opportunities & Challenges. Cambridge Scholars. ISBN: 978-1-4438-5345-3.
Book Chapter
[BibTeX]
@incollection{lynch2014blending,
title = {Blending Narrative, Play and Learning: An Examination of Alternate Reality Games as a Game-Based Learning Tool},
author = {Lynch, Ronan and Mallon, Bride and Nolan, Kieran},
editor = {Felicia, Patrick},
booktitle = {Game Based Learning: Opportunities \& Challenges},
publisher = {Cambridge Scholars},
year = {2014},
isbn = {978-1-4438-5345-3}
}
Nolan, K. (2014). Control. Edited by Kenyon, M. In Every Day is Play. Game Paused. pp. 204. ISBN: 978-0-992930-0-9.
Book Chapter
[BibTeX]
@inbook{nolan_2014,
title = {Control},
booktitle = {Every Day is Play},
publisher = {Game Paused},
author = {Nolan, Kieran},
editor = {Kenyon, Matthew},
year = {2014},
pages = {204},
isbn = {978-0-992930-0-9}
}
2013
Nolan, K. (Oct 2013). App Concept. The Imaginary App Exhibition. Artispace, VA. Exhibition ran from October 23 2013 to Jan 5 2014.
Exhibitions
[BibTeX]
@misc{nolan2013appconcept,
author = {Nolan, Kieran},
title = {App Concept. The Imaginary App Exhibition},
year = {2013},
month = {oct},
howpublished = {Artispace, VA},
keywords = {exhibition_reference},
note = {Exhibition ran from October 23 2013 to Jan 5 2014}
}
@misc{nolan2013bionic,
author = {Nolan, Kieran},
title = {Bionic Roshambo GAME: The Future of Play},
year = {2013},
month = {jul},
howpublished = {Zil Cultural Centre, Moscow},
url = {https://web.archive.org/web/20130812052302},
keywords = {exhibition_reference}
}
Nolan, K. (Jun 2013). Control: Critical Play Through Interface Constraints. In Irish HCI Conference 2013. Casala Research Centre, Dundalk Institute of Technology. Dundalk.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2013ihci,
author = {Nolan, Kieran},
title = {Control: Critical Play Through Interface Constraints},
booktitle = {Irish HCI Conference 2013},
year = {2013},
month = {jun},
organization = {Casala Research Centre, Dundalk Institute of Technology},
location = {Dundalk}
}
Nolan, K. (2013). Control, an Experimental (Meta) Game about Interface Constraints. In Digital Arts and Humanities Institute, CultureTECH. Digital Arts and Humanities PhD Programme. Derry.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2013control,
author = {Nolan, Kieran},
title = {Control, an Experimental (Meta) Game about Interface Constraints},
booktitle = {Digital Arts and Humanities Institute, CultureTECH},
year = {2013},
organization = {Digital Arts and Humanities PhD Programme},
location = {Derry}
}
Lynch, R., Mallon, B. and Nolan, K. (2013). Mastering the puppets: Criteria for pulling the strings in an Alternate Reality Game. Vol. 5. pp. 23–40.
Journal Article
[BibTeX]
@article{MasteringTP,
title = {Mastering the puppets: Criteria for pulling the strings in an Alternate Reality Game},
author = {Ronan Lynch and Bride Mallon and Kieran Nolan},
journal = {Journal of Gaming \& Virtual Worlds},
year = {2013},
volume = {5},
pages = {23-40}
}
@misc{nolan2012bionic,
author = {Nolan, Kieran},
title = {Bionic Roshambo GAME\: The Future of Play},
year = {2012},
month = {nov},
howpublished = {The Science Gallery, Dublin},
note = {Exhibition ran from November 2012 to January 2013. ISBN 978-0-9558957-8-4},
url = {https://static1.squarespace.com/static/5e284f5563e96b59f5f0e5d7/t/5e60d6d09f9a545c2280a938/1583404763227/GAME.pdf},
keywords = {exhibition_reference}
}
Nolan, K. (Sep 2012). App Concept The Imaginary App Exhibition. Museum London, Ontario. Exhibition ran September to October 2013.
Exhibitions
[BibTeX]
@misc{nolan2012appconcept,
author = {Nolan, Kieran},
title = {App Concept The Imaginary App Exhibition},
year = {2012},
month = {sep},
howpublished = {Museum London, Ontario},
keywords = {exhibition_reference},
note = {Exhibition ran September to October 2013}
}
@inproceedings{nolan2012paneltalk,
author = {Nolan, Kieran},
title = {Panel Talk Participant},
organization = {Banter, Make a Move Festival},
year = {2012},
month = {jul},
location = {Daghdha Space, Limerick},
url = {https://www.thisisbanter.com/irish-hip-hop-got-to-get-up-to-get-down-banter-031-july-2012/}
}
Nolan, K. (2012). Circuit Bending Talk and Demo. Musica Nova. Dundalk.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2012circuitbending,
author = {Nolan, Kieran},
title = {Circuit Bending Talk and Demo},
organization = {Musica Nova},
year = {2012},
location = {Dundalk}
}
Nolan, K. (2012). Paper Prototyping and User Testing as a Method for Helping Game Interface Design Students Improve Critical Thinking Skills. Dundalk Institute of Technology.
Thesis
[BibTeX]
@thesis{Nolan2012ma,
author = {Nolan, Kieran},
title = {Paper Prototyping and User Testing as a Method for Helping Game Interface Design Students Improve Critical Thinking Skills},
school = {Dundalk Institute of Technology},
year = {2012},
keywords = {thesis}
}
@inproceedings{nolan2011mediums,
author = {Nolan, Kieran},
title = {All Your Mediums Are Belong To Us},
organization = {European Communications Research and Education Association / ECREA},
year = {2011},
location = {Barcelona},
url = {https://www.slideshare.net/slideshow/all-your-mediums-are-belong-to-us-augmenting-teaching-and-learning-through-the-reuse-and-reappropriation-of-open-and-closed-source-digital-media/10323317}
}
Nolan, K. (2011). I See Dead Pixels: CPU to MTV, Lo-fi Computing Audio-Visuals as a Mainstream Aesthetic. Dundalk Institute of Technology.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2011deadpixels,
author = {Nolan, Kieran},
title = {I See Dead Pixels: CPU to MTV, Lo-fi Computing Audio-Visuals as a Mainstream Aesthetic},
organiztion = {Picteilín Creative Media Conference},
year = {2011},
location = {Dundalk Institute of Technology}
}
Nolan, K. (2011). ARGJacking 815, How I Hacked Lost. Ignite!, Mindfield. Dublin.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan2011argjacking,
author = {Nolan, Kieran},
title = {ARGJacking 815, How I Hacked Lost},
organization = {Ignite!, Mindfield},
year = {2011},
location = {Dublin}
}
2010
Nolan, K. (2010). Alternate Gaming Interfaces. Edited by Mitgutsch, K. In Book of Abstracts of the 4th Vienna Games Conference. Future and Reality of Gaming - F.R.O.G. 2010. GAME \textbackslash PLAY \textbackslash SOCIETY., 24-26 September 2010. Universität Wien, Institut für Bildungswissenschaft. Vienna City Hall, Austria. pp. 39.
Conference Proceedings and Invited Talks
[BibTeX]
@inproceedings{nolan_frog2010,
title = {Alternate Gaming Interfaces},
abstract = {Game interface design as a discipline is concerned with making the connection between a video game and its player as natural as possible. It aims to facilitate an ease of conversation between human and machine. This communication is facilitated by two aspects. These are player input hardware in the form of the game controller and game feedback, typically provided by visual, audio and tactile means. The ultimate goal of an interface design is a balance of aesthetics, functionality and playability.
The rise of availability of open-source software and hardware prototyping tools has seen the emergence of a vibrant DIY scene in experimental interaction design. This has led to many video game consumers manufacturing custom-made game interfaces for motivations including art, education and accessibility. Off the shelf video game control peripherals are been hacked and re-purposed to perform functions beyond the purposes their creators had originally envisioned, these alternate gaming interfaces feeding fresh inspiration back into the video games industry.},
author = {Kieran Nolan},
year = {2010},
language = {English},
pages = {39},
editor = {Konstantin Mitgutsch},
booktitle = {Book of Abstracts of the 4th Vienna Games Conference. Future and Reality of Gaming - F.R.O.G. 2010. GAME \textbackslash PLAY \textbackslash SOCIETY. , 24-26 September 2010},
location = {Vienna City Hall, Austria},
publisher = {Universität Wien, Institut für Bildungswissenschaft}
}
@inproceedings{nolan_realvirtual_2009,
abstract = {It is the contention of this paper that posthuman creativity is already taking place, rather than solely existing in the domain of a biomechanical cyberpunk dream. Manifesting work in both cyberspace and meatspace, the posthuman in this case is understood to be someone who embraces digital creative technologies (both hardware and software) taking advantage of the artistic opportunities they afford. The effects of Moore's law over the last two decades has led to a profuse amount of cheap and obsolete computer equipment, both open and closed system. These castaway gadgets have become an abundant raw material, sparking the burgeoning movement of creative hardware hackers. The Internet has enabled the creative subversion of technology, through the dissemination of new creative tools and techniques. Closed video games consoles are being repurposed into new expressive platforms and tools. Indeed, the retro video gaming movement has grown beyond the digital domain, bringing pixels to oil painting and new flesh to performance art. The posthuman aesthetic, conceived in science fiction and nurtured online, is now very real and tangible.},
author = {Kieran Nolan},
booktitle = {Proceedings of ISEA2009; 15th International Symposium on Electronic Arts, Belfast.},
publisher = {Interface, University of Ulster},
address = {Belfast},
title = {The Real Virtual Living},
year = {2009},
pages = {659-665},
url = {https://isea-archives.siggraph.org/wp-content/uploads/2019/03/ISEA2009_Proceedings.pdf}
}
Nolan, K. (2002). Bionic Roshambo: Hand Gesture Recognition as an Arcade Gaming Interface. University of Limerick. https://kierannolan.com/bionicroshambo
Thesis
[BibTeX]
@thesis{Nolan2002ma,
author = {Nolan, Kieran},
title = {Bionic Roshambo: Hand Gesture Recognition as an Arcade Gaming Interface},
school = {University of Limerick},
year = {2002},
keywords = {thesis},
url = {https://kierannolan.com/bionicroshambo}
}
2001
Nolan, K. (2001). New Media Culture and Cyberspace. Letterkenny Institute of Technology.
Thesis
[BibTeX]
@thesis{Nolan2001,
author = {Nolan, Kieran},
title = {New Media Culture and Cyberspace},
school = {Letterkenny Institute of Technology},
year = {2001},
keywords = {thesis}
}
1998
Nolan, K. (1998). Graffiti's Filtration into Commercial Graphic Design. Letterkenny Institute of Technology.
Thesis
[BibTeX]
@thesis{Nolan1998,
author = {Nolan, Kieran},
title = {Graffiti's Filtration into Commercial Graphic Design},
school = {Letterkenny Institute of Technology},
year = {1998},
keywords = {thesis}
}