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Interdisciplinary Arts and Media Commons

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Into The Laboratory!, 2018 Vocational Training Council

Into The Laboratory!

SIGNED: The Magazine of The Hong Kong Design Institute

HKDI's new Media Lab is a platform where students can interact with the latest technology; a hub for exploring new ideas and finding new solutions


Thought-Provoking Play: Political Philosophies In Science Fictional Videogame Spaces From Japan, Martin Roth 2018 Carnegie Mellon University

Thought-Provoking Play: Political Philosophies In Science Fictional Videogame Spaces From Japan, Martin Roth

ETC Press

This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.


The Digital Puppetmaster, Ryan Sung 2018 Claremont McKenna College

The Digital Puppetmaster, Ryan Sung

CMC Senior Theses

The purpose of “The Digital Puppetmaster” is to provide a means of awareness and a suggestion of mindset for members of the digital age. The digital medium has come to define society and establish its existence as an increasingly omnipresent one. Fundamentally, the digital medium is a sandbox for creating worlds that transcend the limitations of real life. Given the unlimited potential of the digital medium, it becomes apparent that it is easy to show what people want to see and hide what they do not. I aim to bring to light and uncover the realities of the digital medium ...


Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb 2017 Rochester Institute of Technology

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team found ...


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb 2017 Rochester Institute of Technology

Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb

Articles

The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.


Vesuvius At Home, Christin Elizabeth Turner 2017 University of Colorado, Boulder

Vesuvius At Home, Christin Elizabeth Turner

Art Practices MFA Theses

Vesuvius At Home is a 14-minute experimental essay film that de-contextualizes Pompeii as a site of personal mythology and memory; beginning with a VHS tape of third-graders re-enacting The Fall of Pompeii in 1993.


Splitting Water With Wood, Matthew Smith 2017 University of Colorado, Boulder

Splitting Water With Wood, Matthew Smith

Art Practices MFA Theses

My thesis project Splitting Water with Wood is an installation consisting of a handmade boat and projected video of a durational performance that engaged the boat in unconventional ways. Throughout the project and paper, I employ conceptions of faith as a crucial lens to begin to understand my current body of work; a handcrafted boat as an exploratory apparatus, the labor surrounding it as an act of devotion, and a resulting performance that experiments with ideas about baptism. By challenging presupposed notions of how a boat traditionally functions, I rely on the lively materiality of the object and its environment ...


Situated Cultural Differences: A Tool For Analyzing Cross-Cultural Co-Creation, Tejas Dhadphale 2017 Iowa State University

Situated Cultural Differences: A Tool For Analyzing Cross-Cultural Co-Creation, Tejas Dhadphale

Tejas Dhadphale

Designers in the global era are increasingly challenged to design for diverse cultural context. Both ethnographic and participatory design research methods are integral for conducting cultural inquiries. Co-creation offers an interactive setting for researcher to gain meaningful insights into the tacit and latent aspects of culture. The analysis framework for this study is based on the theoretical construct of situated cultural differences. In the process of co-creation, situated cultural differences become a diagnostic tool used by researchers to categories participants’ everyday experiences into meaningful cultural categories. This paper work focused on identifying the different situated differences used by participants during ...


Game Design Research: An Introduction To Theory & Practice, Petri Lankoski, Jussi Holopainen 2017 Carnegie Mellon University

Game Design Research: An Introduction To Theory & Practice, Petri Lankoski, Jussi Holopainen

ETC Press

Design research is an active academic field covering disciplines such as architecture, graphic, product, service, interaction, and systems design. Design research aims to understand not only the designed end products but also how design as an activity unfolds. The book demonstrates different approaches to design research in game design research.


Par-Delà Toute Comparaison : Présentation, Alain Agnessan 2017 University of Western Ontario

Par-Delà Toute Comparaison : Présentation, Alain Agnessan

Mouvances Francophones

Présentation sur la dévaluation de la primauté du verbal sur le visuel dans la bande dessinée vue d'Afrique


Passing, Paul Kelley 2017 Claremont Graduate University

Passing, Paul Kelley

The STEAM Journal

Passing is a Site-specific public installation assembled with plastic and an iPad. At its center, the iPad displays a video loop of a human image repeatedly walking in and out of the frame. The work maintains my foundational interest in having the viewer slow down to have a more thoughtful and absorptive experience with the work and surrounding space – continuing my practice of challenging viewer’s expectations and putting them in a position to stop and question.


Wonder, Walking, And Water, Rachel Mayeri 2017 Harvey Mudd College

Wonder, Walking, And Water, Rachel Mayeri

The STEAM Journal

Art and Science is a seminar and studio course on science-inspired art practices. We will survey and discuss cutting-edge art-science theory, practice, and institutions in seminar. In studio, we examine art-science topics in hands-on experiments, and guided activities leading to art projects.


A New Generation For Art And Science, Alice Marie Perreault 2017 Claremont Graduate University

A New Generation For Art And Science, Alice Marie Perreault

The STEAM Journal

My interest in this cross-over between art and science, specifically, the body and supportive technologies, has lead me to mixed media and installations where I can examine degeneration and a “new” generation using a combination of conventional and unconventional materials. Unlike re-generation, which is a return to an original state, “new” generation gives way to new arrangements.


Blowouts, Bricks, And Lines, Kenneth Fandell 2017 Harvey Mudd College

Blowouts, Bricks, And Lines, Kenneth Fandell

The STEAM Journal

This essay shares the interdisciplinary insights from three projects


Sediment - Behind The Cover Art, Melanie Moore Bermudez 2017 Claremont Graduate University

Sediment - Behind The Cover Art, Melanie Moore Bermudez

The STEAM Journal

Ideas of mapping, topography, erosion and evaporation have been loosely connected to my work for several years now. In my latest series I have put more of a focus on those ideas. In particular I am interested in the movement of sediment pushed by a flow of water and then left, stranded in a new location, as that water source dries up and diminishes. The pigments of the ink in the paintings are my sediment that I build up layer after layer to create a mini geological world caught in a moment of shift, pause and flow.


Sediment, Melanie Moore Bermudez 2017 Claremont Graduate University

Sediment, Melanie Moore Bermudez

The STEAM Journal

Ideas of mapping, topography, erosion and evaporation have been loosely connected to my work for several years now. In my latest series I have put more of a focus on those ideas. In particular I am interested in the movement of sediment pushed by a flow of water and then left, stranded in a new location, as that water source dries up and diminishes. The pigments of the ink in the paintings are my sediment that I build up layer after layer to create a mini geological world caught in a moment of shift, pause and flow.


Curating Contemporary Japanese Art: Exhibition Catalogue Production For Hidden Landscapes: Yasuaki Onishi And Invisible Space, Emily Lawhead 2017 The University of San Francisco

Curating Contemporary Japanese Art: Exhibition Catalogue Production For Hidden Landscapes: Yasuaki Onishi And Invisible Space, Emily Lawhead

Master's Projects and Capstones

In the last decade, there has been a telling increase of attention given to contemporary Asian artists exhibited in the United States and Europe. Since 2008, artists from China, Japan, South Korea, and Central Asia have been featured in exhibitions from the Venice Biennale to the Whitney Biennale, and are becoming ever more present on the Western art stage. Meanwhile, curatorial practice, once focused on the care of objects, is shifting to encompass a wider range of creative activity. Curators are taking time to engage with living artists in a collaborative setting, rather than as impartial facilitators. This capstone seeks ...


Embracing Bacterial Cellulose As A Catalyst For Sustainable Fashion, Luis Quijano 2017 Department of Family and Consumer Sciences, Liberty University

Embracing Bacterial Cellulose As A Catalyst For Sustainable Fashion, Luis Quijano

Senior Honors Theses

Bacterial cellulose is a leather-like material produced during the production of Kombucha as a pellicle of bacterial cellulose (SCOBY) using Kombucha SCOBY, water, sugar, and green tea. Through an examination of the bacteria that produces the cellulose pellicle of the interface of the media and the air, currently named Komagataeibacter xylinus, an investigation of the growing process of bacterial cellulose and its uses, an analysis of bacterial cellulose’s properties, and a discussion of its prospects, one can fully grasp bacterial cellulose’s potential in becoming a catalyst for sustainable fashion. By laying the groundwork for further research to be ...


Offside, Maryamsadat Amirvaghefi 2017 University of Arkansas, Fayetteville

Offside, Maryamsadat Amirvaghefi

Theses and Dissertations

OFFSIDE highlights the parallels between artists and athletes, as well as the professional communities in which both operate. Through the use of sports related imagery, the artwork explores notions of ethnicity, gender, and politics. While much of the work is autobiographical, OFFSIDE is able to consider the political and personal views surrounding a young Muslim woman while lives with constant uncertainty in the United States and trying to start a career in one of the most competitive cultural fields.


Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten 2017 Ghent University

Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten

CLCWeb: Comparative Literature and Culture

In their article "Perspectives on Video Games as Art" Jeroen Bourgonjon, Geert Vndermeer­sche, and Kris Rutten engage in discussing whether or not video games can be considered a form of art. Although this question has already been discussed elaborately, the debate is guided by many differ­ent and often conflicting positions. The aim of this article is to revisit this debate by mapping out a range of perspectives on video games as art. The authors explore the relation between games and differ­ent definitions and functions of art, different motives of artists, and the potential impact of the arts ...


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