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Articles 1 - 9 of 9
Full-Text Articles in Digital Humanities
Metamorphis, Luca Lee Sobarzo Faust
Metamorphis, Luca Lee Sobarzo Faust
Theses and Dissertations
Web3D interactive experience that explores time, communication, and transformation, from a personal storytelling perspective. Hosted on a web platform, the experience displays three environments: Metamorphis, Cuir AI, and Hain. These spaces propose a fragmented narrative that seeks to interrogate both the characters and the viewer’s perception on the linearity of time
What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone
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.
Reanimator/Reflection: Creating Mirrors Through Time With Ai, Sound, Video And Live-Generated Art In The Dark Age Of The Covid-19 Pandemic, Eric Millikin
Theses and Dissertations
For my MFA thesis exhibition entitled Reanimator/Reflection, I used artificial intelligence to create three new works of sound and live-generated video art, each based on mirror reflections and 100-year-old racist post-pandemic horror literature by early 20th century American author H. P. Lovecraft. The themes of these writings mirror the issues of our current time. The primary works of Lovecraft that I referenced in the exhibition are “Herbert West: Reanimator,” (1922) a serialized tale about graduate school experiments which attempted to return the dead to life during a plague, and “Nyarlathotep,” (1920) a prose poem that suggests even our dreams …
Bending Educational Reality, Mariam Rafehi
Bending Educational Reality, Mariam Rafehi
Theses and Dissertations
Virtual reality (VR), an emergent technology, affords experiential content delivery in education by evoking emotive responses in users, which can be prohibitive via traditional media. This thesis explores VR for the development of grit – passion and perseverance, which are essential characteristics in education and long-term success. The research proposes design strategies to stimulate senses for emotional engagement and a physiological response. In the project, two interactive environments position the user in emotional states to build passion and perseverance. To develop passion, the virtual world is designed to engage in creativity using 3D-spatial audio and visual effects. In contrast, to …
Good Game, Greyory Blake
Good Game, Greyory Blake
Theses and Dissertations
This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic …
Consuming Digital Debris In The Plasticene, Stephen R. Parks
Consuming Digital Debris In The Plasticene, Stephen R. Parks
Theses and Dissertations
Claims of customization and control by socio-technical industries are altering the role of consumer and producer. These narratives are often misleading attempts to engage consumers with new forms of technology. By addressing capitalist intent, material, and the reproduction limits of 3-D printed objects’, I observe the aspirational promise of becoming a producer of my own belongings through new networks of production. I am interested in gaining a better understanding of the data consumed that perpetuates hyper-consumptive tendencies for new technological apparatuses. My role as a designer focuses on the resolution of not only the surface of the object through 3-D …
The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou
The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou
Theses and Dissertations
Digital media are moldable spaces where an image is simultaneously a thought. This instance and flexibility enables digital existences to be malleable, transformative, situational, and unstable. They are plastic images. Video games generate digital bodies that are a fusion of subjectivities and cybernetic simulations, in a perceivable and ambiguous process. Such bodies are extensions of ourselves, being girlish, imperfect, unfinished and happening—digesting and emitting clusters of feelings, regardless of our biological gender and age. The performative experience of play is progressively departing from spectacle, gambling and competition, and increasingly shifting towards an emotional journey of alternate realities, spreading subjectivities into …
Digital Photography As Experience Artifact, Ryan V. Brennan
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.
Avatar, Cyborg, Icevorg: Simulacra’S Scion, Guido E. Alvarez
Avatar, Cyborg, Icevorg: Simulacra’S Scion, Guido E. Alvarez
Theses and Dissertations
I propose a theoretical framework that describes how avatars incorporate media as an inherent part of their nature and find a hosting body in cyborgs to navigate and spawn in media. I propose the birth of a new scion that combines avatar, medium and cyborg into a conceptual being that I call “ICEVORG.”
The ICEVORG expands beyond representation into the actual physical world by means of media transgression—more specifically, by the use of the Strange Loop also known as Metalepsis ICEVORG find an effective soil to thrive and interrogate our ideas of reality by means of iteration, expansion, fragmentation and …