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Articles 1 - 3 of 3
Full-Text Articles in Art and Design
Apple “Porn” 2.0: Apple’S Vision (Pro), Suzanne E. Ferriss
Apple “Porn” 2.0: Apple’S Vision (Pro), Suzanne E. Ferriss
Class, Race and Corporate Power
This article extends the argument made in “Apple ‘Porn’: Design Videos as Seduction and Exploitation” (Ferriss 2018) to consider the corporation’s filmed representation of its newest device: an augmented reality headset dubbed Vision Pro. It argues that Apple’s latest narratives further relegate human work and community to the margins by presenting human experience as thoroughly mediated by computer-enhanced simulation, its pinnacle achieved through its Apple Vision Pro headset that turns the home and workspace into one immersive audiovisual world. Rather than its devices and software becoming an inseparable part of our personal and shared spaces, they become the spaces. We …
Superbland, Dougal Henken
Superbland, Dougal Henken
Masters Theses
"A thin wafer is placed in the mouth of a kneeling woman and becomes flesh. A man masturbates quietly in a darkened room to a 3D model of a popular film actress. A car drives through an abandoned town and decelerates as it approaches a sign reading “Slow Children Playing.” A man fastidiously mows an artificial lawn while watching the sun dip low over a vast desert horizon. Superbland opens up new paths in understanding graphic design within the realm of the hyperreal. It begins with a study of simulation in graphic design contexts, building upon established forms of meaning-making …
Procedural City Generation With Combined Architectures For Real-Time Visualization, Griffin Poyck
Procedural City Generation With Combined Architectures For Real-Time Visualization, Griffin Poyck
All Theses
The work and research of this paper sought to build upon traditional city generation and simulation in creating a tool that both realistically simulates cities and their prominent features and also creates aesthetic and artistically rich cities using assets that combine several contemporary or near contemporary architectural styles. The major city features simulated are the surrounding terrain, road networks, individual buildings, and building placement. The tools used to both create and integrate these features were created in Houdini with Unreal Engine 5 as the intended final destination. This research was influenced by the city, town, and road networking of Ghost …