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Archival Enactment, Retelling 'The Big Book': Alison Knowles, Something Else Press And Fluxus, Meghan A. DellaCrosse 2015 CUNY Hunter College

Archival Enactment, Retelling 'The Big Book': Alison Knowles, Something Else Press And Fluxus, Meghan A. Dellacrosse

Theses and Dissertations

"Archival Enactment, Retelling 'The Big Book': Alison Knowles, Something Else Press and Fluxus," positions Knowles’ Big Book (1966) as a case study of historical methodology and interdisciplinary artistic practice in the post-war period. This comprehensive analysis of Big Book, a work of art no longer extant, contextualizes its publisher, Something Else Press through Dick Higgins’ concept of “intermedia,” and important lesser-known junctures relevant to Fluxus and the group’s leader George Maciunas are illuminated. Knowles' early and lesser-known silkscreen paintings are also examined.


Is This Art?, Susan Joyce 2015 fringe exhibitions

Is This Art?, Susan Joyce

The Transdisciplinary STEAM+ Journal

Is This Art?

Fringe Exhibitions began in 1999 as an independent curatorial practice. My primary area of research was the intersection of art, science, and technology. I decided go this route because I was interested in finding a way to engage the contemporary art audience. I was inspired by Eduardo Kac, an artist I first worked with as a curator on an exhibition featuring his “Holopoems”. I continued working for several more years organizing exhibitions in university art museums and galleries where support for this type of interdisciplinary work and experimentation was well received and encouraged. The research I conducted …


Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie 2015 University of Central Florida

Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie

Faculty Scholarship and Creative Works

This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool. These …


Disrupting The City: Using Urban Screens To Remediate Public Space, Jean Dubois, Dave Colangelo, Claude Fortin 2015 University of Quebec at Montreal

Disrupting The City: Using Urban Screens To Remediate Public Space, Jean Dubois, Dave Colangelo, Claude Fortin

School of Film Faculty Publications and Presentations

For over a decade, human-computer interaction (HCI) research placed a great deal of emphasis on studying interaction, engagement, and appropriative practices in online technology-mediated social environments. Moving forward, however, we see computing systems increasingly designed to support digitally-augmented face-to-face interactions in public settings. As far back as the nineteen seventies, new media artists anticipated this interactive potential of digital public displays to foster new forms of situated interactions in urban space, quite distinct from mobile computing in that they altogether exclude online connections or exchanges. Drawing on examples of practice, this paper discusses and show-cases some of the key creative …


Law Library Blog (July 2015): Legal Beagle's Blog Archive, Roger Williams University School of Law 2015 Roger Williams University

Law Library Blog (July 2015): Legal Beagle's Blog Archive, Roger Williams University School Of Law

Law Library Newsletters/Blog

No abstract provided.


The Problem With Creativity, Con Kennedy 2015 Technological University Dublin

The Problem With Creativity, Con Kennedy

Conference papers

Creativity would seem to be the single most important competency of design practitioners. The literature would suggest that, in general, creativity is considered to be a positive thing generating positive outcomes of design practices and their clients. This paper investigates how creativity can be defined within the paradigm of design practice and practitioners and draws upon references in international literature to establish themes and concepts. Once identified, these themes are then investigated to identify potential problems or issues with creativity. Problems may include but are not limited to: practices undertaken by the individual designer; attitude responses from the individual designer; …


Design And Implementation Of An Interactive Animatronic System For Guest Response Analysis, Brian Burns 2015 Georgia Southern University

Design And Implementation Of An Interactive Animatronic System For Guest Response Analysis, Brian Burns

Phi Kappa Phi Research Symposium (Archived)

In theme park based entertainment applications, there is a need for interactive, autonomous animatronic systems to create engaging and compelling experiences for the guests. The animatronic figures must identify the guests and recognize their status in dynamic interactions for enhanced acceptance and effectiveness as socially interactive agents, in the general framework of human-robot interactions. The design and implementation of an interactive, autonomous animatronic system in form of a tabletop dragon, Kronos, and the comparisons of guest responses in its passive and interactive modes are presented in this work. The dragon capabilities include a four degrees-of-freedom head, moving wings, tail, jaw, …


Curating Massive Media, Dave Colangelo 2015 Portland State University

Curating Massive Media, Dave Colangelo

School of Film Faculty Publications and Presentations

The European Union’s media art initiative Connecting Cities and New York-based Streaming Museum are two recent examples of curatorial models that operate through large, networked, digital displays. This growing exhibition category combines expressive media architecture and telecommunication elements to engage ‘trans-local’ sites and diverse publics in complex media spaces. By investigating the confluence of exhibition making, public art and urban experience, this article explores the relationship between spectacle and criticality with respect to shifting notions of space, identity and ‘the common’.

Note: At the time of writing, Dave Colangelo was affiliated with Ryerson University.


Storytelling In Art Museums, Hayley P. Trinkoff 2015 Seton Hall University

Storytelling In Art Museums, Hayley P. Trinkoff

Seton Hall University Dissertations and Theses (ETDs)

Storytelling, in the context of art museums, is a method of communicating the qualities and attributes of art through a story. It helps the visitor bring the work of art to life and understand something the eye cannot see, a compelling narrative. It is important for visitors to discuss art and share stories on tours and through virtual media. We learn and form our own meanings from stories. These interactions will help build more relationships within communities. It is the museum’s job to take visitors on a journey and introduce them to new objects and perspectives.

This thesis addresses what …


Imagining New Possibilities Through Social Practice, Sarah O. Hull 2015 Washington University in St. Louis

Imagining New Possibilities Through Social Practice, Sarah O. Hull

Undergraduate Theses—Unrestricted

In my practice, I have significantly questioned the role of the arts in social change. I have explored various forms of social practice, especially political art,public art and community art. Social practice lives in-between the world of art and social action and can add an important voice to both. Still, social practice, (like all forms of art) is limited and cannot be the sole source of social change. It is by working with others already organizing for social change, but bringing in the unique skills and perspectives of an artist that social practice is most effective. In this thesis, I …


Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley 2015 Washington University in St. Louis

Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley

Graduate School of Art Theses

In retelling multiple stories of my research, this document serves as a quest to archive my interest in games as evolved systems of play that continue to manipulate the way we view literacy. In describing the subtly of these terms while examining the folkloric histories that contextualize the language of this media, I have doubly manipulated the form of my paper to be like a choose-your-own-adventure tale, reflecting the estrangement of time and authorship unique to the narrative space in games. Unlike the formal structures found in literature or cinema, games animate collaborative and nonlinear systems that return the craft …


Art And..., Dayna J. Kriz 2015 Washington University in St Louis

Art And..., Dayna J. Kriz

Graduate School of Art Theses

Almost anything goes in this time of contemporary artistic production as long as an artist can ‘back’ their ideas and the position they operate from. This expanding territory of production and engagement is an exciting potential for working artists, providing freedom to self-determine ones modus operandi within an expanding support system to engage the world with. While this is an exciting growth it is also potentially dangerous. The un-named and historically ambiguous position that Art1 operates from has created a rootless position to the production of culture. This rootlessness or, universal position has historically established itself as the gatekeeper and …


The Leadership Hub, Michelle E. Healey 2015 James Madison University

The Leadership Hub, Michelle E. Healey

Senior Honors Projects, 2010-2019

The Leadership Hub Senior Honors Creative Thesis comprises a website and creative design book. It organizes and designs leadership within the JMU community within four key areas.


The Life You've Seen: The Search For Feminine Identity Ruined My Life, Cambry Lace Pierce 2015 University of Arkansas, Fayetteville

The Life You've Seen: The Search For Feminine Identity Ruined My Life, Cambry Lace Pierce

Graduate Theses and Dissertations

The Life You've Seen: The Search For Feminine Identity Ruined My Life is a video installation created through the exploration for the search for identity, specifically female, in my personal work and in the art world for over sixty years. The videos, depicting myself in costume, display twenty different personas and scenarios created to expose the futility of this ongoing search through exposing the traditional ways in which forces such as nature, biology, heredity, and cultural constructs have been used in attempts to define "self." The installation format of the work, a wall of decades old television sets, and the …


Noise., Laura Katherine Polaski 2015 University of Arkansas, Fayetteville

Noise., Laura Katherine Polaski

Graduate Theses and Dissertations

My research is in the realm of the psychological, the emotional and way these drives manifest physically. The works in Noise. aims to give a physical representation to the non-physical. Research on Affect Theory and the teachings of Silvan Tomkins were paramount to understanding emotional drives and the ways in which they manifest.

The purpose of this research is to understand how emotions are generated and communicated and to ask if specific emotions can be generated upon viewing inanimate objects. I create abstract figurative sculpture, which imitate emotion that has no specific physicality. These works exist with one foot in …


Experimental Boss Design And Testing, Joseph P. Mistretta 2015 East Tennessee State University

Experimental Boss Design And Testing, Joseph P. Mistretta

Undergraduate Honors Theses

Over the years, gaming has developed rapidly from simple pixel-based experiences to fully blown three-dimensional worlds. As developing technologies improve, so does the complexity and flexibility of what can be created. Encounters, along with all aspects of any gaming experience, have evolved along with the technologies that create them. These intense combat instances, often times referred to as “bosses”, represent a chance for the developer to challenge player skill, cooperation, and coordination. In addition to being major challenges, encounters also allow players to feel a sense of progression as they learn and adapt to mechanics incorporated within an encounter’s design. …


Power To The People: A Comprehensive Look At Crowdsourcing Initiatives In Cultural Institutions, Danielle Pace 2015 Seton Hall University

Power To The People: A Comprehensive Look At Crowdsourcing Initiatives In Cultural Institutions, Danielle Pace

Seton Hall University Dissertations and Theses (ETDs)

Today, crowdsourcing has become an integrative approach to completing projects using the help of the general populous. These projects aid museum staff by processing large quantities of data, which otherwise could not be completed due to time and/or staff restraints. Through crowdsourcing, cultural institutions have the ability to outsource these tasks to volunteers, who can complete them at much faster rates. Although staff members are needed to validate and supervise these projects, crowdsourcing remains a useful tool in increasing public interactions and project efficiency.

This thesis presents a thorough outline of what crowdsourcing is, how it is being utilized, and …


Design And Implementation Of An Interactive Animatronic System For Guest Response Analysis, Brian Burns 2015 Georgia Southern University

Design And Implementation Of An Interactive Animatronic System For Guest Response Analysis, Brian Burns

GS4 Student Scholars Symposium

For nearly half a century, animatronic figures have provided entertainment in the theme park industry by simulating life-like animations and sounds. These figures enhance the storytelling experience by stimulating visual and audio senses among guests. Animatronics must be identified as human partners to establish status for dynamic interactions for enhanced acceptance and effectiveness as socially-interactive agents. An animatronic dragon, Kronos, has been designed, fabricated and implemented with human-identification sensors. The primary sensor input comes from an infrared camera, the PrimeSense Carmine, and includes an Arduino Mega 2560 as the center of control. Using the data from the depth camera, people …


Visualizing Relationships Between Related Variables: Improving Physics Education Through D3.Js Network Visualizations, Stephanie Friend 2015 California Polytechnic State University - San Luis Obispo

Visualizing Relationships Between Related Variables: Improving Physics Education Through D3.Js Network Visualizations, Stephanie Friend

Liberal Arts and Engineering Studies

phiMap is a web application started by Cal Poly professors and students to aid professors in teaching physics. I developed Javascript visualizations for phiMap that serve to simplify the processes of both teaching and learning physics. These visualizations aim to present relationships between physics variables in an easy to understand manner, and they could eventually have a huge impact on physics education.


Camp, Jodi, B. 1994 (Fa 791), Manuscripts & Folklife Archives 2015 Western Kentucky University

Camp, Jodi, B. 1994 (Fa 791), Manuscripts & Folklife Archives

Folklife Archives Finding Aids

Finding aid and full text paper (click Additional Files below) for Folklife Archives Project 791. This collection features a term paper about commemorative tattoos and the various reasons behind why an individual may get such a tattoo. The project weas completed by Western Kentucky University student Jodi Camp for credit in an "Introduction to Folk Studies" class.


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