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Articles 1 - 6 of 6

Full-Text Articles in Art and Design

菠蘿包(Pineapple Bun): Exploring Memory And Language Through Animation, Elaine Yang Jan 2023

菠蘿包(Pineapple Bun): Exploring Memory And Language Through Animation, Elaine Yang

Scripps Senior Theses

菠蘿包(Pineapple Bun) explores the themes of reconstruction, evocation, and memory through my childhood in Taiwan. Inspired by other Asian American animators, I aim to tell a simple story of connection through my grandfather and I's daily swimming ritual. The film is a 3-minute animated short film following our language barrier and how we engage with each other's differing backgrounds.


Seaglass: An Animated Rejection Of Narrative Permanence, Alejandra Louise Blackmore Jan 2022

Seaglass: An Animated Rejection Of Narrative Permanence, Alejandra Louise Blackmore

Scripps Senior Theses

This thesis explores how popular narrative structures imply that our reality should be stagnant, thereby leaving us as viewers unprepared for the notion of change. I introduce the term “narrative permanence” as a story structure that assumes the foundations of a narrative are absolute. These stories therefore consider structural change as a threat or abnormal. I analyzed examples such as The Simpsons and news coverage of the BP oil spill to demonstrate how popular media frames change as an unnatural occurrence that must be neutralized. My thesis then culminated in an animated short about a person living in a seaside …


Reimagining Abandoned Community Space In A Post-Pandemic Environment, Julia Drooff Jan 2021

Reimagining Abandoned Community Space In A Post-Pandemic Environment, Julia Drooff

Scripps Senior Theses

Earlier this year, the Covid-19 pandemic accelerated the demise of the Great American Mall by forcing temporary and permanent closures across the country. The low-end malls that remain are dealing with crippling debt and the closing of key department stores like JC Penney and Neiman Marcus[1]. With only super-luxury malls thriving, many of the standard malls set up in the eighties are just abandoned parts of a community. So, what should happen to these abandoned malls? And what role does that space now play in the post-pandemic community? Since malls began to shut-down pre-Covid-19 did the need for …


Globalized Interfaces And Anticolonial Engagements With Material Technologies Of Empire: Tabita Rezaire And Morehshin Allahyari’S Works, Neelufar Franklin Jan 2019

Globalized Interfaces And Anticolonial Engagements With Material Technologies Of Empire: Tabita Rezaire And Morehshin Allahyari’S Works, Neelufar Franklin

Scripps Senior Theses

The virtual is far from immaterial and its expressions are multifarious. The infrastructure of a technologic-globalism has opened new pathways of desecration, created new networks of exploitation, and reinforced fraught foundations. Tabita Rezaire and Morehshin Allahyari are two artists whose radical technofeminist and new materialist practices engage with counterdiscourses in the face of the globalized interfaces of technology; from mappings of submarine fiber optic network cables or understanding water as a knowledge repository, to 3D printed queered figures of Islamic mysticism and hypertext narratives. In these anachronistic approaches to technological use and analyses, archives become possibilities for renderings of futurity …


Like Me: Generation Z, Instagram, And Self-Branding Practices, Emily Longley Jan 2018

Like Me: Generation Z, Instagram, And Self-Branding Practices, Emily Longley

Scripps Senior Theses

The newest generation, raised and immersed in today's hyper-consumer culture, has learned to define the self within a neoliberal and capitalist framework in which self-branding and ascribing to hegemonic principles appears imperative to one’s personal success.


Women And Video Games: Pigeonholing The Past, Allison Perry May 2012

Women And Video Games: Pigeonholing The Past, Allison Perry

Scripps Senior Theses

Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.