Stop Telling Women To Smile: Stories Of Street Harassment And How We’Re Taking Back Our Power, 2022 Minnesota State University Mankato
Stop Telling Women To Smile: Stories Of Street Harassment And How We’Re Taking Back Our Power, Mio Yoshizaki
Feminist Pedagogy
This book review addresses the author, Fazlalizadeh's approach to art as social justice, overarching definitions of gender-based street harassment, and intersectionality. This review also offers suggestions for how feminist educators may utilize Stop telling women to smile in classrooms.
“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, 2022 University of Denver
“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb
Articles
This article considers how player interactions with religious and ethnic markers, create
a globalized game space in the mobile game Florence (2018). Florence is a multiaward-
winning interactive novella game with story-integrated minigames that weave
play experiences into the narrative. The game, in part, explores love, loss, and
rejuvenation as relatable experiences. Simultaneously, the game produces a unique
experience for each player, as they can refract the game narrative through their own
cultural, identitarian lens. The game assumes the shared cultural space of the player,
the player-character (PC), and the non-player-character (NPC) while blurring the
boundaries between each of these …
Internet Art: An Interactive Timeline Resource, 2022 James Madison University
Internet Art: An Interactive Timeline Resource, Laurel Vaccaro
Masters Theses, 2020-current
Link to Interactive Timeline Resource (ITR): https://sites.google.com/view/itr-internet-art/home
The purpose of this study was to first collect and summarize the history of internet art from its inception to current day and, second, to create an interactive timeline resource (ITR) designed for K-12 art application. Current approaches to internet art include recommendations that students engage with social media in the K-12 setting, yet gaps in the literature have neglected to address the actual history of internet art as a feature of a student’s K-12 art experiences. Initial research started from a preliminary hypothesis that highlighted the irony of students using the internet …
How The Dungeons Of The Legend Of Zelda Challenge Players To Find The Way For Themselves, 2022 Seattle Pacific University
How The Dungeons Of The Legend Of Zelda Challenge Players To Find The Way For Themselves, Jonathan David Hacker
Honors Projects
A dungeon in a "Zelda-like" puzzle adventure game is a tightly interconnected level, where the player's objective is to navigate to the end of the dungeon. This research proposes a level design framework for creating dungeons of this style. This paper identifies common design elements between existing dungeons, using The Legend of Zelda: Ocarina of Time as a case study. These elements were synthesized into a comprehensive framework that may be used by a game designer to produce similar dungeons. The appendix of this research also addresses the benefits, limitations, and potential risks of such a design framework.
Converting Horizontal Media For Vertical Platforms, 2022 California Polytechnic State University, San Luis Obispo
Converting Horizontal Media For Vertical Platforms, Eric A. Hernandez
Graphic Communication
Today, most media is viewed on mobile phones and seen on a vertical screen. There are very few methods for converting horizontal media into vertical media for vertical platforms. This manual shows new ways to redesign horizontal content so that it looks better on vertical displays; I imagine watching things like the Super Bowl or the The Grammys on TikTok or Instagram with a new broadcast design that is more attractive.
Solutions To Accessibility In Art & Design: A Multi-Sensory Art Installation, 2022 California Polytechnic State University, San Luis Obispo
Solutions To Accessibility In Art & Design: A Multi-Sensory Art Installation, Olivia M. Robertson
Graphic Communication
For my Senior Project, I wanted to explore possible solutions to accessibility in Art & Design while narrowing my focus specifically towards visual impairments by applying techniques commonly used in printed electronics methodology. I wanted to further showcase the impact of how designers enhance the overall user experience when they choose to center their focus on designing for accessibility.
To tackle accessibility challenges in Art & Design when it comes to visual impairments, I would have to extend Art’s visual impairments to include senses other than sight– tactile and auditory. The final product would then be an interactive art piece …
Visibility, 2022 California State University, San Bernardino
Visibility, Jamie Valdez
Electronic Theses, Projects, and Dissertations
I am a woman, activist, artist, mother, and wife. My art practice questions the role of
institutions in disseminating outdated traditions and unfair rituals in relation to women. Bringing
visibility to what is ignored, I create works that are critical to the unfair expectations that society
fosters, expectations which ultimately oppress women vis- -vis the (art) institution. Through
different conceptual strategies, my work questions what society has taught us about gender
roles and explores the pedagogies that our institutionalized education has systematically
perpetuated for women and girls from early educational experiences.
Entities: A Field Of Imaginary Games, 2022 Louisiana State University and Agricultural and Mechanical College
Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis
LSU Master's Theses
With this body of work, I am looking for visual symbols that help communicate unuttered meanings through storytelling and stimulate an affectual response to the viewer. This exploration is presented in two different forms: a surreal sculptural installation and a board game. The installation consists of large-scale sculptures made from light and soft materials (polyurethane foam, plastic waste, paper) that are available to move inside the gallery, while the board game is presented as a set of 3D prints with instructions on how the participants can play it. The materials used in the installation suggest a way to transform waste …
Femqorg Index, 2022 CUNY Hunter College
Femqorg Index, Nahee Kim
Theses and Dissertations
The project Femqorg Index began as I realized an endless number of chatbots and robots were released into this world as a spark of technology wrapped in a feminine persona, only to be disposed of after a short period. My imagination then extended to the thought that after they were disposed of, the entities along with their memories and advanced technology, would converge to create a network of their own. In this network, needs of the chatbots and robots were met through the exchange of strengths such as an advanced problem-solving ability, or a sturdy body that allowed unrestricted movement. …
Cultural Formation Of Place: Making Yourself At Home, 2022 Southern Methodist University
Cultural Formation Of Place: Making Yourself At Home, Olivia Arratia
Art Theses and Dissertations
The environment you grow up in can become a pivotal part of your existence. The sights, smells, people, and places you experience every day can transform the way you see the world. Growing up in a Mexican-American household has brought its own set of experiences that have made me the artist I am today. I am one of many contemporary artists building on the foundations of their heritage and the Chicano movement. I am also a Mexican-American artist expanding the identity and extending the legacy in the 21st century. This paper will investigate how Mexican-American heritage has influenced my artistic …
Welcome Home: A Visual Novel That Explores The Parent’S Response To Their Child’S Challenge Due To The Covid-19 Pandemic, 2022 De La Salle University Integrated School (Laguna)
Welcome Home: A Visual Novel That Explores The Parent’S Response To Their Child’S Challenge Due To The Covid-19 Pandemic, Reneé Therese C. Soliveres
DLSU Senior High School Research Congress
The COVID-19 Pandemic officially started in March 2020 when the World Health Organization (WHO) declared a lockdown globally. As COVID-19 cases started to rise, so did mental health cases. WHO stated that 60% of adolescents and children struggled with their mental health, resulting in new challenges they encountered. Welcome Home is an interactive visual novel set in a Filipino context that presents the adolescents’ new challenges and their behavior during the pandemic. It is a game where the player chooses the parents’ responses to their children’s feelings by either helping or rejecting them. The ending will be determined based on …
Don't You Want To Be Happy?, 2022 Northern Illinois University
Don't You Want To Be Happy?, Mario Rocha Rodriguez Jr
Honors Capstones
My capstone project is an exhibition of my artwork using visual distortions to convey a message to the viewer. I created nine new pieces out of the original seven proposed over the course of the semester with themes all relating to firsthand experiences that I think people can learn from. For the exhibit, I displayed ten pieces with two works that were made prior to the current semester. In conclusion, I present ideas that I have been holding in for the past 4 years.
Data Narratives: Aesthetic Activation Of Urban Space Through Augmented Reality, 2022 Technological University Dublin
Data Narratives: Aesthetic Activation Of Urban Space Through Augmented Reality, Conor Mcgarrigle Dr., John Buckley
Books/Book Chapters
This chapter discusses Data Narratives, a commissioned augmented reality artwork resulting from a period as artist in residence with Dublin City Dashboard. Data Narratives focused on working with city data to create hybrid artistic representations of Dublin’s ongoing housing affordability crisis, acting both as activist artistic engagement with the socio-political-economic space of the city and aesthetic activation of urban space through augmented reality. As data describes and defines so much of our digital every day, the project and residency programme asked how it could be leveraged as a medium for artistic creation and how could art supply new insights …
There Are Ghosts In The Machine, 2022 University of Arkansas, Fayetteville
There Are Ghosts In The Machine, Jonathan Green
Graduate Theses and Dissertations
There are ghosts in the machine is a body of paintings that dare to dissolve the boundaries between my physical body, intimate desires, and paintings. Utilizing the aesthetics of leather lifestyles, the paintings express the transformational potential of desire and transgression. Oriented within my experience as a queer, transgender male, I call upon influences that range from the body horror classics by director David Cronenberg or the transgressive attitude of Nine Inch Nails, to theoretical works on the power of eroticism by Audre Lorde and Georges Bataille.Modified by hardware such as chains, zippers, and grommets, the paintings express the transformational …
Crying At Nothing But Colors, 2022 University of Arkansas, Fayetteville
Crying At Nothing But Colors, Maryalice Carroll
Graduate Theses and Dissertations
crying at nothing but colors is an installation of ceramic works that explores the abstraction of feelings, both physical and emotional. The installation itself is a house made out of tension cables that stretch wall to wall in the gallery space. Inside the house are 7 ceramic objects placed on wooden pedestals paired with tufted rugs.
Throughout this essay, I will describe the abstract ceramic objects as Beings. They are colorful and have textured glaze on the surface with a gloopy opalescent glaze oozing out of holes that cover each piece. They are an extension of myself. They are the …
Nba: No (Anti-) Blackness Allowed, 2022 University of Arkansas, Fayetteville
Nba: No (Anti-) Blackness Allowed, Rontaye M. Butler
Graduate Theses and Dissertations
This paper serves as the foundational pillar in my art practice. This paper combines my experiences, influences, motivations, hopes, dreams, methodologies, historical research and contemporary analyses into a single document ripe for revisions. This document lives and breathes; its contents are constantly evolving, and should be continually challenged and evaluated for relevancy and validity. Part memoir, part manifesto, and part artist statement, it establishes where my work sits in the canon of fine art, even as I don’t know yet what that means. My writings, visual artworks and all other creative actions are tethered to this document and vice versa. …
The Met Costume Institute: Evolution, Metamorphosis, And Cultural Phenomenon, 2022 University of Rhode Island
The Met Costume Institute: Evolution, Metamorphosis, And Cultural Phenomenon, Shelby Kanski
Senior Honors Projects
No abstract provided.
Creating A Printed Electronic Tangible User Interface Suitable For Primary Education Settings, 2022 Clemson University
Creating A Printed Electronic Tangible User Interface Suitable For Primary Education Settings, Lauren Toler
All Theses
With the growing popularity of interactive learning, an experiment developing a tangible user interface made of paper was performed. Screen printing was utilized to print conductive traces that would connect to a device that has capacitive touch capabilities. A color mixing program was coded to accompany the tangible interface. It was found that a tangible user interface can be successfully made of paper. Further research with development, construction, and testing of this paper tangible interface was proposed.
It's All Fun And—: A Rhetorical Analysis Of Space In The Pandemic., 2022 University of Louisville
It's All Fun And—: A Rhetorical Analysis Of Space In The Pandemic., Erica Von Proctor Lewis
Electronic Theses and Dissertations
This exhibition and document explore spatial rhetoric during the pandemic, utilizing materiality and relational aesthetics to reflect on the different ways in which the public and private are made distinct from one another. In doing so, Lewis addresses new cultural navigations of shared spaces, both digital and corporeal, public and private. In addition, the artist also examines the faulty social and institutional systems that the pandemic brought to light, such as socioeconomic dynamics and voter suppression, while utilizing Kenneth Burke’s concept of the terministic screen. Games are a central theme throughout the exhibition, as they are often coded as “home” …
Out Of The Box: Bridging The Long-Distance Gap Between Consumer And Product In Online Experiences By Using Ar To Facilitate A Deeper Connection Through Virtual Try-Ons, 2022 Clemson University
Out Of The Box: Bridging The Long-Distance Gap Between Consumer And Product In Online Experiences By Using Ar To Facilitate A Deeper Connection Through Virtual Try-Ons, Jessica E. Schell
All Theses
As consumers are more and more preferring online experiences to brick-and-mortar shopping, there is a growing need for new and creative marketing strategies that can overcome the physical distance between consumer and product. In this paper, I demonstrate how augmented reality can bridge that gap, allowing consumers to connect with a product in a way that is not possible through traditional online media forms such as images and video. To that end, this paper includes a detailed breakdown of the conception and creation of Out of the Box, an augmented-reality application developed to enable users to virtually interact with …