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Art and Design Commons

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Interdisciplinary Arts and Media

Series

2013

Articles 1 - 14 of 14

Full-Text Articles in Art and Design

Bibliography For "Holy Comics, Batman! Graphic Novels As History, Entertainment, & Area Of Study: A Survey Of Graphic Novels From Our Collection", Kristin Laughtin-Dunker, Liz Aaron Nov 2013

Bibliography For "Holy Comics, Batman! Graphic Novels As History, Entertainment, & Area Of Study: A Survey Of Graphic Novels From Our Collection", Kristin Laughtin-Dunker, Liz Aaron

Library Displays and Bibliographies

A bibliography of materials from the Leatherby Libraries to accompany the display "Holy Comics, Batman! Graphic Novels as History, Entertainment, & Area of Study: A Survey of Graphic Novels from Our Collection". The document also includes the display text which was included within the display to give proper context for each selection.


"It Could Have Been Me": The 1983 Death Of A Nyc Graffiti Artist, Erik Nielson Sep 2013

"It Could Have Been Me": The 1983 Death Of A Nyc Graffiti Artist, Erik Nielson

School of Professional and Continuing Studies Faculty Publications

"It could have been me. It could have been me."
These were the words uttered by painter Jean-Michel Basquiat, who was deeply shaken after he heard the story of a black graffiti artist who was beaten to death by New York City police. Seeing his own life reflected in the death of a fellow artist, Basquiat went on to create Defacement (The Death of Michael Stewart), not only to commemorate the young man's death, but also to challenge the state-sanctioned brutality that men of color could face for pursuing their art in public spaces.


Developing An Interdisciplinary Digital Media Studies Minor, Emilie Zaslow, Ruth D. Johnston Jul 2013

Developing An Interdisciplinary Digital Media Studies Minor, Emilie Zaslow, Ruth D. Johnston

Cornerstone 1 Reports : Expansion and Enhancements of the Thinkfinity Platform

No abstract provided.


Dan S. Wang Interview, Katy Canzone May 2013

Dan S. Wang Interview, Katy Canzone

Asian American Art Oral History Project

Artist Bio:

Dan S. Wang is a writer, artist, organizer, and printer who was born in the American Midwest in 1968 to immigrant parents. Dan’s constant concerns are the relationships between art + politics, critical reflection + social action, place + history. His research includes inquiries into the postindustrial cultural politics of the Midwest, letterpress printing as an archaeology of obsolescence, race and difference in the theater of crisis capitalism, and the cultural landscape of postsocialist China.

As a print media artist he primarily uses letterpress printing and hand set typography but avails himself of other media as words and …


Hamza Salim Interview, Julian Coleman May 2013

Hamza Salim Interview, Julian Coleman

Asian American Art Oral History Project

Bio: Hamza J. Salim is a Palestinian artist, architect, and community based activist from Chicago, Illinois. He earned his masters in Architecture from the University of Illinois at Chicago and his work has been exhibited nationally and internationally in New York, Chicago, Los Angels, London and Dubai. He is currently serving as the Project Director of the 12th Chicago Palestine Film Festival and is the Immigrant Community Coordinator at a non-for-profit social service agency, Arab American Family Services.

Bio from facebook.com/HamzaJSalimStudio/info

See also: http://www.hamzajsalim.com/


Reimagining The Silver Screen: Contemporary Film Stills, Kyle Demartino May 2013

Reimagining The Silver Screen: Contemporary Film Stills, Kyle Demartino

Senior Honors Projects

During the late 19th century longer rolls of celluloid photographic film, and motion picture cameras were first introduced, which allowed for the capture of rapid sequences of still images at a relatively high speeds. The first films shown to audiences on a larger screen, although rudimentary, caused people to gasp or run from the cinema, as they believed the images on screen were real. As technology increased feature films progressed from only showing a simple static event to creating full stories spanning over various sets and containing multiple characters. With the advent of sound, filmmakers were given another tool …


User Experience Design For Presence-Aware Spaces And Technologies, Samuel Foster May 2013

User Experience Design For Presence-Aware Spaces And Technologies, Samuel Foster

Honors College

User experience design is a diverse field of study that is constantly changing as unique technologies and modes of interaction are developed. Metaphors are a critical aspect of UX design, serving to acclimate users to new technologies by comparing them to existing objects and ideas. As newer technologies become increasingly distant from real-world objects, developers are quick to look to existing technology for metaphors. This results in a lack of experience-unique metaphors that would create a more immersive experience. This thesis focused on identifying potential real-world metaphors through the use of emerging technologies in an interactive art installation. Based on …


Visual Metaphor In Games Of Chance: What You See Is What You Play, Stephen Andrade Apr 2013

Visual Metaphor In Games Of Chance: What You See Is What You Play, Stephen Andrade

Computer Graphics Department Faculty Publications and Creative Works

Visual images have been a key element in the development of wager-based games. The legacy of visual metaphor in gaming can be traced through paper ephemera such as playing cards and lottery tickets. Both paper and printing technology ushered the age of wide spread playing opportunities in the 19th and 20th centuries. Modern play behaviors have given way to Postmodern gaming norms in digital space. The digital age has presented a new set of challenges for gaming architecture in wager-based play. Action research in prototyping games is beginning to reveal a new and different set of game characteristics.


Detritus In Situ, Ariel R. Lavery Jan 2013

Detritus In Situ, Ariel R. Lavery

Masters Theses 1911 - February 2014

This thesis paper explores some of the cultural phenomena that influence my conceptual framework and describes the logic behind the formal decision-making that defines my work. Beginning with a description of the nature of the materials and environments I appropriate, this thesis aims to deconstruct the layered system of binaries that build the logic behind my work. The concerns in my work circulate around domestic consumption and the objects detritus, a term coined in the paper, that are produced as a result. However, rather than allow the objects detritus to remain cast-aways of a culture of excess, my work …


Forget The FlâNeur, Conor Mcgarrigle Jan 2013

Forget The FlâNeur, Conor Mcgarrigle

Articles

This paper discusses the connections between the ‘flâneur’, Baudelaire's symbol of modernity, the anonymous man on the streets of nineteenth century Paris, and his contemporary digital incarnation, the ‘cyberflâneur’. It is argued that, although the flâ- neur could be successfully re-imagined as the cyberflâneur in the early days of the web, this nine- teenth century model of male privilege no longer fits the purpose. It is suggested that it is time to forget the flâneur and search for a new model to consider the peripatetic nature of location-aware networked devices in the digitally augmented city.


Storytelling In Comics: Who, When, And Where In “Here”, Michael W. Hancock Jan 2013

Storytelling In Comics: Who, When, And Where In “Here”, Michael W. Hancock

Comics and Graphic Novels

Richard McGuire’s groundbreaking short comic “Here” (1989) revolutionized storytelling possibilities in comics. It may be used within a short story unit to demonstrate familiar elements of fiction, including setting, plot, and character. Moreover, its inventive use of panels within panels to juxtapose past, present, and future can serve as a model for students’ visual rendering of multiple points in time within a single location.


Psychologically Effective Art, Kris Shuford Jan 2013

Psychologically Effective Art, Kris Shuford

Summer Research

My summer research is an immersive art installation which attempts to make viewers more aware of how they are affected emotionally by visual stimuli. It consists of three rooms, each of which is designed to have its own "emotional climate" or mood. By juxtaposing an anxiety inducing room with a peaceful environment, with an energizing space, the viewer is made more aware of how their emotions are impacted by artistic elements such as color, line, shape, pattern, and texture.


Augmented Resistance: The Possibilities For Ar And Data Driven Art, Conor Mcgarrigle Jan 2013

Augmented Resistance: The Possibilities For Ar And Data Driven Art, Conor Mcgarrigle

Articles

This article discusses the possibilities for Augmented Reality (AR) as a driver of data based art. The combination of AR and Open Data (in the broadest post-Wikileaks sense) is seen to provide a powerful tool-set for the artist/activist to augment specific sites with a critical, context-specific data layer. Such situated interventions offer powerful new methods for the political activation of sites which enhance and strengthen traditional non- virtual approaches and should be thought of as complementary to, rather than replacing, physical intervention.

I offer as a case study this author’s “NAMAland” project, a mobile artwork which uses Open Data and …


The Hd Magazine: Graphists And Wordsmiths, Hanadi Haddad, Stuart Medley Jan 2013

The Hd Magazine: Graphists And Wordsmiths, Hanadi Haddad, Stuart Medley

Research outputs 2013

HD Magazine is a cross-disciplinary initiative, seeking to bring together students from the fields of Journalism and Graphic Design (from 1st year through to 4th year). Its creation allows students to share knowledge and skills, showcase their work and contribute to establishing a sense of community within the School of Communications and Arts (SCA) at Edith Cowan University (ECU). HD Magazine is bi-annually published (four issues to date), with future stages of development including online publication and collaboration with students from interactive media development and creative writing. From a design perspective, HD Magazine is also an investigation into visual literacy, …