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Full-Text Articles in Art and Design

Graphic Activism: Lesbian Archival Library Display, Shawn(Ta) Smith-Cruz Nov 2017

Graphic Activism: Lesbian Archival Library Display, Shawn(Ta) Smith-Cruz

Publications and Research

This chapter outlines the implementation of Graphic Activism, an exhibition of archival material from the Lesbian Herstory Archives, the oldest and largest lesbian archive in the world, located inside the display cases of the Graduate Center library of the City University of New York. The two-semester-long display stems from an institutional need to showcase material inside of the main library display cases, and the interest of including visual representations of Women's Studies material from the collection as well as those which represent the collection. The chapter discusses collaborative relationships outside of the academic institution, pointing to select challenges when …


Biopolitical Masochism In Marina Abramović’S The Artist Is Present, Jaime Brunton Oct 2017

Biopolitical Masochism In Marina Abramović’S The Artist Is Present, Jaime Brunton

Department of English: Faculty Publications

This essay analyzes The Artist Is Present, Marina Abramović’s heavily mediatized 2010 performance at New York’s Museum of Modern Art, through the lenses of Freudian and Deleuzean concepts of masochism, specifically with respect to how the masochistic tendencies of this performance may be read in the current context of biopolitics. The essay seeks answers to questions of political import that many critical analyses of Abramović’s performance, which focus on details of the performer’s personal history, have not adequately addressed. Drawing on the documentary film Marina Abramović: The Artist Is Present (2012) that follows Abramović through the conceptualization and enactment …


Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb May 2017

Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb

Articles

This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …


Analysis Of The Female Presence In The Male-Dominated Comic Book Industry, Nicole Choy Apr 2017

Analysis Of The Female Presence In The Male-Dominated Comic Book Industry, Nicole Choy

Honors Papers and Posters

This poster examines the female presence in the male-dominated world of comics, both in terms of representation of female characters and creation by female artists and writers.


Raeleen Kao Interview, Beena Patel Mar 2017

Raeleen Kao Interview, Beena Patel

Asian American Art Oral History Project

BIO: Raeleen Kao is a drawer, printmaker, and amateur competitive eater aka glutton residing in Chicago with a Charles Brand etching press, a red tabby, and forty plants.

Her prints and drawings have been exhibited in museums and galleries across the country most notably at the International Museum of Surgical Science, the Monmouth Museum of Art, Bert Green Fine Art, the Smith College Museum of Art, Tory Folliard Gallery, Firecat Projects, and Normal Editions Workshop. Her work has been represented at SELECT Fair New York, the Editions and Artist Books Fair in New York, the Cleveland Fine Print Fair, the …


Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb Jan 2017

Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb

Articles

How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.

The case covered in this chapter is a mobile Augmented Reality …