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Interdisciplinary Arts and Media Commons™
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Articles 1 - 13 of 13
Full-Text Articles in Interdisciplinary Arts and Media
The Myth Of ‘Mare Nostrum’: Themes And Exhibitions, Legacy And Experimentation In The Construction Of Mediterranean Fascist Italy, Aurora Roscini Vitali
The Myth Of ‘Mare Nostrum’: Themes And Exhibitions, Legacy And Experimentation In The Construction Of Mediterranean Fascist Italy, Aurora Roscini Vitali
Artl@s Bulletin
This essay aims to analyse the ways in which the myth of the Mare nostrum entered into the artistic iconography of the early twentieth century. It was highly amplified during the Fascist regime thanks to some relevant graphic works, monumental commissions and, above all, temporary exhibitions that were characterized by a propagandistic overtone. The representation of a Mediterranean (in fact Italian) common identity became a fundamental part of a pervasive political strategy. The stylistic choices were conditioned both by the need to emphasize the glorious return of “Latinness” and the incardination of the “new” fascist modernity.
How To Build A World Art: The Strategic Universalism Of Colour Reproductions And The Unesco Prize (1953-1968), Chiara Vitali
How To Build A World Art: The Strategic Universalism Of Colour Reproductions And The Unesco Prize (1953-1968), Chiara Vitali
Artl@s Bulletin
What role did UNESCO play in the art world of the post-war era? This article makes use of published and archival sources in order to clarify the utopia of a “World Art” that shaped UNESCO and led to the “Archives of Colour Reproductions of Works of Art”, a project of worldwide collect and diffusion of images of “masterworks” inspired by Malraux’s “Museum without walls”. This case study focuses on one particular aspect of the project, the “UNESCO Prize”, conceived by the Brazilian art critic and Marxist intellectual Mario Pedrosa for the 1953 São Paulo Biennial.
Extensive And Intensive Iconography. Goethe’S Faust Outlined, Evanghelia Stead
Extensive And Intensive Iconography. Goethe’S Faust Outlined, Evanghelia Stead
Artl@s Bulletin
Drawing on a corpus of printed items between countries, compared first-hand, the article examines the mark left by Moritz Retzsch’s 26 outline etchings after Goethe’s Faust (1816) using the distinction between extensive and intensive iconography. In extensive iconography, copied or imitated images build a collective imagination, devaluing the original work, albeit contributing to the play’s aura. That view challenges Walter Benjamin’s influential essay on “The Work of Art in the Age of Mechanical Reproduction” (1935). In intensive iconography, inventive artists, inspired by Retzsch, rework images, granting a particular scene genuine reinterpretation. How then should we value multiples, copies and genuine …
Out Of The Box: Hiraeth: The Nostalgia Within Abandoned Homes, Jessica Mcdaniel
Out Of The Box: Hiraeth: The Nostalgia Within Abandoned Homes, Jessica Mcdaniel
The Journal of Purdue Undergraduate Research
Student researcher Jessica McDaniel explains why abandoned houses obtained a reputation for horror, as well as how this fear is not all that remains in what were once homes.
On Imaginary Content Analogies In Musico-Literary Imitation, Rodrigo Guijarro Lasheras
On Imaginary Content Analogies In Musico-Literary Imitation, Rodrigo Guijarro Lasheras
CLCWeb: Comparative Literature and Culture
In his article "On Imaginary Content Analogies in Musico-Literary Imitation,” Rodrigo Guijarro Lasheras analyzes "imaginary content analogy," a term often used in musico-literary studies to describe a type of imitation of music in literature. His paper aims to examine and characterize this important concept, establishing several of its features that musico-literary criticism has not normally paid attention to, such as its static or dynamic character, its implicit or explicit musical correlate, and its relation to vocal music. He argues that all imaginary content analogies must have a correlate, and that, despite the fact that we normally think of them as …
Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten
Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten
CLCWeb: Comparative Literature and Culture
In their article "Perspectives on Video Games as Art" Jeroen Bourgonjon, Geert Vndermeersche, Kris Rutten and Niels Quinten engage in discussing whether or not video games can be considered a form of art. Although this question has already been discussed elaborately, the debate is guided by many different and often conflicting positions. The aim of this article is to revisit this debate by mapping out a range of perspectives on video games as art. The authors explore the relation between games and different definitions and functions of art, different motives of artists, and the potential impact of the arts. The …
Between Nodes And Edges: Possibilities And Limits Of Network Analysis In Art History, Miriam Kienle
Between Nodes And Edges: Possibilities And Limits Of Network Analysis In Art History, Miriam Kienle
Artl@s Bulletin
This article examines a number of prominent network analysis projects in the field of art history and explores the unique promises and problems that this increasingly significant mode of analysis presents to the discipline. By bringing together projects that conceptualize art historical networks in different ways, it demonstrates how established theories and methods of art history—such as feminist and postcolonial theory—may be productively used in conjunction with quantitative/computational approaches to art historical analysis. It argues that quantitative analysis of art and its networks can expand the qualitative approaches that have traditionally defined the field, particularly if theorizing is not positioned …
A Pattern Approach To Examine The Design Space Of Spatiotemporal Visualization, Chen Guo
A Pattern Approach To Examine The Design Space Of Spatiotemporal Visualization, Chen Guo
Department of Computer Graphics Technology Degree Theses
Pattern language has been widely used in the development of visualization systems. This dissertation applies a pattern language approach to explore the design space of spatiotemporal visualization. The study provides a framework for both designers and novices to communicate, develop, evaluate, and share spatiotemporal visualization design on an abstract level. The touchstone of the work is a pattern language consisting of fifteen design patterns and four categories. In order to validate the design patterns, the researcher created two visualization systems with this framework in mind. The first system displayed the daily routine of human beings via a polygon-based visualization. The …
Photography, Writing, Literature: A Book Review Article Of New Work By Brunet And Beckman And Weissberg, Geert Vandermeersche
Photography, Writing, Literature: A Book Review Article Of New Work By Brunet And Beckman And Weissberg, Geert Vandermeersche
CLCWeb: Comparative Literature and Culture
No abstract provided.
Computer Animation For Learning Building Construction Management: A Comparative Study Of First-Person Versus Third-Person View, Jun Yu
Open Access Theses
In this paper, we have explored the effect of perspective view in educational animations on students' learning of building construction management tasks and on students' preference of perspective views. We conducted a pre-test and post-test and found no significant advantages of computer animation presented in different perspective views across three different groups. Results showed that although students have preference on perspective views, perspective views did not influence learning outcome. The study also investigated the efficacy of animation as a teaching/learning tool in comparison to the traditional textbook. Findings showed that animation enhanced student learning, although the difference was not statistically …
Using Augmented Reality As A Discovery Tool, Jolanda-Pieta Van Arnhem, Jerry M. Spiller
Using Augmented Reality As A Discovery Tool, Jolanda-Pieta Van Arnhem, Jerry M. Spiller
Charleston Library Conference
Layar is an augmented reality (AR) platform that enables creators to tie online resources to physical objects or locations via mobile technologies. The authors detail their exploration of Layar’s geolocation and interactive print abilities to aid the discovery of various resources in and around the College of Charleston campus pertaining to revered local artists William Halsey and Corrie McCallum. They explore opportunities for the added value of contextually situated information linking to vetted library and museum holdings. They detail some of the technical and technological requirements involved with coding and multimedia creation for AR, including the successes and pitfalls revealed …
Defining Industry Expectations And Misconceptions Of Art And Technology Co-Creativity, Vanessa C. Brasfield
Defining Industry Expectations And Misconceptions Of Art And Technology Co-Creativity, Vanessa C. Brasfield
Department of Computer Graphics Technology Degree Theses
The primary purpose of this study was to establish whether or not students and industry professionals share the same views about what students should be learning in animation education, what skills are necessary, and whether or not students graduating with a bachelor’s degree would be adequately prepared for an entry level position. To establish where misconceptions lie, surveys were issued to three groups: undergraduate students, post-graduate students, and industry professionals. These surveys were then analyzed using paired t-test for validation and question relevance, and ANOVA models to establish whether or not groups shared viewpoints. These data established significance within the …
Defining Industry Expectations And Misconceptions Of Art And Technology Co-Creativity, Vanessa C. Brasfield
Defining Industry Expectations And Misconceptions Of Art And Technology Co-Creativity, Vanessa C. Brasfield
Department of Computer Graphics Technology Degree Theses
The primary purpose of this study was to establish whether or not students and industry professionals share the same views about what students should be learning in animation education, what skills are necessary, and whether or not students graduating with a bachelor’s degree would be adequately prepared for an entry level position. To establish where misconceptions lie, surveys were issued to three groups: undergraduate students, post-graduate students, and industry professionals. These surveys were then analyzed using paired t-test for validation and question relevance, and ANOVA models to establish whether or not groups shared viewpoints. These data established significance within the …