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Full-Text Articles in Art and Design

What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone Dec 2022

What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone

Theses and Dissertations

My exhibition reconciles representations of domesticity, labor, and morality through the lens of sex-work (SW). It consists of video work, a video game, and free-to-take objects, where donation, the strip club, and the fish tank converge. My work concludes that SW is a timeless construct that will always exist even after reimagining multiple worlds.


Meatspace, Nicholas M. Criscuolo Oct 2019

Meatspace, Nicholas M. Criscuolo

Masters Theses

“MeatSpace” is a group of related bodies of work including podcasts, prints and videos produced by working with simulation technologies such as “weak A.I.”, virtual reality, and 3d scans. Collectively the works explore how people relate to these technologies and how they relate to us. They share thematic or process-oriented sensibilities involving a series of rule-based steps that alternate between the procedural and the intentional. “Uncanny” is defined as strangely familiar. Something which falls in the Uncanny Valley feels wrong, but the reasons may be difficult to articulate. “MeatSpace” is an ongoing experiment to see where our own digital reflections …


Digital Photography As Experience Artifact, Ryan V. Brennan May 2016

Digital Photography As Experience Artifact, Ryan V. Brennan

Theses and Dissertations

Through the screen interface, the boundary between personal and collective experience is being redefined both spatially and temporally. Here, memories are given independent mediated existence, taking form in digital photographic artifacts that can be communally shared and manipulated into a synthetic continuum.


In Rift, Aimee Marie Odum May 2016

In Rift, Aimee Marie Odum

Graduate Theses and Dissertations

In Rift is an exhibition of object, video, and sound installations investigating the process of embodying ambience from the natural world. As a whole, this work questions the distinct differences in experiencing a place psychologically, through the circulation of digital media, and holistically, in actual, present time. In Rift is comprised of two distinct works: Loose Liquids and Gorge. The first piece, Loose Liquids, contains specific imagery of water, rock, plant life, and digital blobs, combined with human cadence such as breathing, shivering, and rolling. This explores how a location’s details accumulatively contribute to an overall experience as we strive …


Sawft.Servindat... [V1.7], Ray Ferreira Apr 2016

Sawft.Servindat... [V1.7], Ray Ferreira

Theses and Dissertations

A descriptor of my artistic practice, a text piece, a series of linguistic musings, and more, Sawft.servindat… [v1.7] attempts to explore the dance between language, embodiment, and performativity. More specifically, the text moves through metaphor and metonym, Englishes, Spanishes, and Images, the performativity of representation and the representation of performativity —my body. My body moving across spaces and times. As part of the Sawft.servindat… series, Sawft.servindat… [v1.7] uses the scroll down format of most PDF reading software to activate the inherently embodied experience of intra-acting with technologies, resisting the dichotomy between the virtual and analog. Englishes juxtaposed with Spanishes juxtaposed …


A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky Jan 2014

A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky

CMC Senior Theses

Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past …