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Articles 1 - 6 of 6
Full-Text Articles in Film and Media Studies
Comic Literature And Graphic Novel Uses In History, Literature, Math, And Science, James O. Barbre Iii, Justin Carroll, Joshua Tolbert
Comic Literature And Graphic Novel Uses In History, Literature, Math, And Science, James O. Barbre Iii, Justin Carroll, Joshua Tolbert
SANE journal: Sequential Art Narrative in Education
Graphic novels and comics have a rich history and have long served as a medium for both education and entertainment. Although we live in an increasingly technology-rich era which offers abundant visual stimulation to compete with comics, graphic literature is arguably a more immediate and robust resource than ever before. The following paper highlights specific applications of graphic literature to pedagogical purposes, including implications for the use of comics in teaching history, world languages, English as a new language, science, and mathematics. Across these areas, a wide degree of application exists for teachers, in both K-12 and post-secondary settings. In …
The Textual Gutter: How Gene Luen Yang Redefines The Gutter In Boxers & Saints To Tell A Transnational Tale, David Lucas Jr
The Textual Gutter: How Gene Luen Yang Redefines The Gutter In Boxers & Saints To Tell A Transnational Tale, David Lucas Jr
SANE journal: Sequential Art Narrative in Education
This paper attempts to provide a new understanding of the gutter and how it is used to significant effect in Gene Luen Yang's, Boxers & Saints. This research draws upon the work of Scott McCloud to establish a framework for the theoretical applications of the gutter. Most prior research focuses on the gutter within the page. This article demonstrates how Yang pushes the concept of the gutter further by creating a new type of gutter that moves beyond the pages and across texts. Then the research attempts to demonstrate how the idea of the textual gutter heightens the transnational elements …
Balancing Data- Vs. Art-Driven Decisions In Video Game Design, Jaden D. Goter
Balancing Data- Vs. Art-Driven Decisions In Video Game Design, Jaden D. Goter
Honors Theses
Video games, like software, need to be designed. Video game development studios tend to use data-driven or art-driven decision-making to design their games. Data-driven decision-making is where active and passive data is collected in order to make informed decisions about the design of a game. Art-driven decision-making is when designers use their artistic intuition to design games, potentially ignoring player data. This paper elaborates on the advantages and disadvantages of both approaches and provides case studies of games designed under both approaches. Based on these studies, for a game to be successful, a combined approach of data- and art-driven decision-making …
It Won’T Be Easy, Allison Arkush
It Won’T Be Easy, Allison Arkush
School of Art, Art History, and Design: Theses and Student Creative Work
Interdisciplinary artist Allison Arkush engages a wide range of materials, modalities, and research in her practice. In It Won’t Be Easy, Arkush places and piles her multimedia sculptures throughout the gallery to create installations that overlap with her writing and poetry, sometimes layering in (or extending out to) audio and video components. This approach facilitates the probing exploration of prevailing value systems through a flattening of hierarchies among and between humans, the other-than-human, and the inanimate—though no less lively. Her work meditates on and ‘vendiagrams’ things forsaken and sacred, the traumatic and nostalgic. The exhibition title acknowledges that the …
The Making Of Everyday Hollywood: 1930s Film Influence On Everyday Women’S Fashion In Nebraska, Anna Naomi Kuhlman
The Making Of Everyday Hollywood: 1930s Film Influence On Everyday Women’S Fashion In Nebraska, Anna Naomi Kuhlman
Department of Textiles, Merchandising, and Fashion Design: Dissertations, Theses, and Student Research
This research examines the influence of film fashions on middle-class, Nebraskan women’s dress during the Great Depression (1932-1940). The Great Depression challenged the middle class: while standards of living remained high, the economic means to achieve those standards diminished. Despite the crisis, women strove to keep up with current fashion trends. While previous literature has examined how Hollywood directly affected trends and styles of the 1930s in major American metropolitan contexts, the manifestation of trends in the dress of middle to lower socio-economic classes in Middle America remains under-examined. Against the backdrop of Depression-era hardships specific to Nebraska’s agricultural economy, …
A Strategic Audit Of A24, Jackson Bartak
A Strategic Audit Of A24, Jackson Bartak
Honors Theses
A24 is an independent film production and distribution company founded in 2012. The company performs both duties for independent films as well as television programs, and a small portion of company revenue comes from merchandise it sells in an online kiosk. As of 2021, A24 had around 300 employees while maintaining a large catalog of movies and shows. Using a focus strategy, the company targets a more cultured audience for its unique (and sometimes outright bizarre) subject matter. To achieve this, A24 attempts to cast top B-list personnel both in acting and technical roles in order to corner its market. …