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Articles 31 - 44 of 44
Full-Text Articles in Interactive Arts
Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour
Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour
Masters Theses, 2010-2019
Video games create the feeling of great achievement and place the player into a role that turns them into a great hero. These experiences feel significant because they require great time and emotional investment. The monumentality of these experiences, however, are at odds with the transience of the electrical virtual worlds. The medium of oil painting helps overcome the sense of transience because of oil painting’s durable permanent way of image making and stillness. Painting’s inherent nod to history also creates a dissonance between the newness of the video game medium and the antiquity of painting, a contrast exacerbated by …
Look At Where You Listen: A Study Of Commercial Music And Mediation, Thomas Walton Moore
Look At Where You Listen: A Study Of Commercial Music And Mediation, Thomas Walton Moore
Senior Projects Spring 2017
A joint senior project submitted to the divisions of arts and social studies. This project aims to reconsider the 'album' as a format of music distribution that has effects on the consumption-of and relationship-with music as commodity. This project consists of writing and recorded-music-making. Please email tom (at) dpimusic (dot) com for a link.
Lifecasting & Ubiquitous Relationships, Alexis Charlotte Williams
Lifecasting & Ubiquitous Relationships, Alexis Charlotte Williams
Senior Projects Spring 2017
My subjects do not know I exist. They do not know who I am, and they do not know their lives are the center of my painting series. But I know them - at least, I think I do. My acrylic paintings depict people in domestic spaces in specific moments in time. The relationships of person-to-person, person to space, paint to canvas and voyeur to subject drives my obsession to watch and to paint what I see. What I am seeing are a collection of pixels that make up human forms, living rooms, and kitchens. These digital bodies move through …
"The Effort To Translate": Fan Film Culture And The Works Of J.R.R. Tolkien, Maria Alberto
"The Effort To Translate": Fan Film Culture And The Works Of J.R.R. Tolkien, Maria Alberto
Journal of Tolkien Research
In his 1940 preface “On Translating Beowulf,” J.R.R. Tolkien contends that “The effort to translate, or to improve a translation, is valuable, not so much for the version it produces, as for the understanding of the original which it awakes” (53). Though made with a specific literary tradition in mind, Tolkien’s assertion about the value of translation bears re-visitation in light of circumstances where the terminology has shifted. Specifically, Tolkien’s own work has since become the myth undergoing translation, and in popular parlance, translation itself has changed from simply describing the transference of a text between languages to now include …
Mdocs Poster-2015-11-11, Sixty Years Young, Michael Zhou
Mdocs Poster-2015-11-11, Sixty Years Young, Michael Zhou
MDOCS Publications
In support of the 60th anniversary of the Adult and Senior Center of Saratoga, Skidmore students prepared a video and exhibition, Sixty Years Young, drawing on the Center's archives and interviews, documenting its past, present and hopes for the future.
Navigating The Interim, Joseph E. Saphire Jr
Navigating The Interim, Joseph E. Saphire Jr
Masters Theses
Navigating the Interim attempts to build a framework for the ways in which visual art, media studies, and forms of social practice might intermingle within a career in the arts, as well as within a thorough art education curriculum. From broad theoretical analysis to the specificity of technical exercises and prompts, this paper serves as a roadmap for the ways in which production, teaching, and organizing might begin to merge into a single holistic practice. The author’s projects provide an anchor from which to analyze the various conceptual trajectories of art that have stemmed from modernism throughout the 20th century, …
Evidence That Viewers Prefer Higher Frame Rate Film, Laurie M. Wilcox, Robert S. Allison, John Helliker, Bert Dunk, Roy C. Anthony
Evidence That Viewers Prefer Higher Frame Rate Film, Laurie M. Wilcox, Robert S. Allison, John Helliker, Bert Dunk, Roy C. Anthony
Screen Industries Research and Training Centre Works
High frame rate (HFR) movie-making refers to the capture and projection of movies at frame rates several times higher than the traditional 24 frames per second. This higher frame rate theoretically improves the quality of motion portrayed in movies, and helps avoid motion blur, judder and other undesirable artefacts. However, there is considerable debate in the cinema industry regarding the acceptance of HFR content given anecdotal reports of hyper-realistic imagery that reveals too much set and costume detail. Despite the potential theoretical advantages, there has been little empirical investigation of the impact of high-frame rate techniques on the viewer experience. …
This Is Not A Trend, Michael T. Workman
This Is Not A Trend, Michael T. Workman
Undergraduate Theses, Professional Papers, and Capstone Artifacts
ABSTRACT
Workman, Michael, B.F.A., May 2015 Art
THIS IS NOT A TREND
Faculty Mentor: Elizabeth Dove
This is not a trend is a multi-media art installation that examines the valuation system of contemporary art by creating an absurd situation that mimics a real commercial experience. The manner in which value is placed on art is artificial. Both the monetary and intellectual value of art is decided mostly on the reputation of the artist, their fame, and how well their work is marketed to the public. These characteristics are marketed to art consumers in order to sell them an authentic “art” …
New Challenges For The Archiving Of Digital Writing, Heiko Zimmermann
New Challenges For The Archiving Of Digital Writing, Heiko Zimmermann
CLCWeb: Comparative Literature and Culture
In his article "New Challenges for the Archiving of Digital Writing" Heiko Zimmermann discusses the challenges of the preservation of digital texts. In addition to the problems already at the focus of attention of digital archivists, there are elements in digital literature which need to be taken into consideration when trying to archive them. Zimmermann analyses two works of digital literature, the collaborative writing project A Million Penguins (2006-2007) and Renée Tuner's She… (2008) and shows how the ontology of these texts is bound to elements of performance, to direct social interaction of writers and readers to the uniquely subjective …
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
Oglethorpe Journal of Undergraduate Research
In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …
Evangelizing The ‘Gallery Of The Future’: A Critical Analysis Of The Google Art Project Narrative And Its Political, Cultural And Technological Stakes, Alanna Bayer
Electronic Thesis and Dissertation Repository
This thesis explores the digitization initiative Google Art Project and the ways in which the Project negotiates its place between rapidly developing Web technologies and the often-contradictory fine art tradition. Through the Project’s marketing and website design, Google constructs a narrative that emphasizes the democratization of culture, universal accessibility and a new progressive future for the art world while obscuring more complex political, social and cultural questions. Bringing together scholarship from various disciplines including library studies, digital studies, art history, and cultural studies this thesis highlights how the Project might open up a space to talk about art publics and …
End User, Rufus Alexander Paisley
End User, Rufus Alexander Paisley
Senior Projects Spring 2014
Senior Project submitted to The Division of Arts of Bard College.
"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson
"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson
Modern Languages and Literatures Annual Graduate Conference
Devin Wilson analyzes some of Pippin Barr's subversive videogames, examining the methods by which they parody game design conventions.
Women And Video Games: Pigeonholing The Past, Allison Perry
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.