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The Abstract Text: Adinkra Symbolism As A Narrative In Drawing, Sherae Rimpsey 2013 SIT Study Abroad

The Abstract Text: Adinkra Symbolism As A Narrative In Drawing, Sherae Rimpsey

Independent Study Project (ISP) Collection

Objectives:

i. Discuss the history of Adinkra textiles and its processes.

ii. Establish the origin and significance of Adinkra symbols.

iii. Situate the Adinkra symbols within Abstraction and examine its narrative potential as a non-discursive mode of communication in drawing.

iv. Create iconography to be in dialog with Adinkra symbols as part of a constructed narrative.

Methodology: I utilized the three key principles of methodological research – participation, observation, and interview in order to have direct experience with Adinkra cloth processes. I felt that this was necessary in order to effectively make sense of and analyze Adinkra symbols. I interviewed …


Andy Warhol: Polaroids & Portraits, Emily A. Francisco 2013 Gettysburg College

Andy Warhol: Polaroids & Portraits, Emily A. Francisco

Schmucker Art Catalogs

Enigmatic Andy Warhol claimed he had “no real point to make” in producing art. Yet, his silkscreens, sculptures, paintings, and photographs reveal the artist’s profound interest in the way art intersected with fields like advertising, fashion, film, mass culture, and underground music. In his experimentations with photography and portraiture, Warhol was fascinated with representations of both the individual and the masses and used the Polaroid portrait to illustrate the fine lines between art and popular culture, celebrity and anonymity. [excerpt]


Melissa Ichiuji: In The Flesh, Shannon Egan 2013 Gettysburg College

Melissa Ichiuji: In The Flesh, Shannon Egan

Schmucker Art Catalogs

When she dances, acts, sculpts, sews or films, artist Melissa Ichiuji presents the human figure in political and personal terms, examining its various states of desire or distortion. This exhibition In the Flesh presents three discrete recent bodies of Ichiuji’s work: a series of busts of political figures from the 2012 election season entitled Fair Game, a trio of life-sized sculptures of female bodies, and lastly, Everything to Lose, a film and corresponding photographs of the artist donning an elaborately sculpted costume. Despite seeming differences in medium and subject in this exhibition, Ichiuji works with similar materials and …


Blanket Statements, Issue 113, Fall 2013, 2013 University of Nebraska - Lincoln

Blanket Statements, Issue 113, Fall 2013

Blanket Statements: News Publication of the American Quilt Study Group

Blanket Statements, Issue 113, Fall 2013


Textile Society Of America Newsletter 25:3 — Fall 2013, Textile Society of America 2013 Textile Society of America

Textile Society Of America Newsletter 25:3 — Fall 2013, Textile Society Of America

Textile Society of America: Newsletters

Textiles Close Up: 2013–14 Programs
From the President
Director's Corner
TSA News
TSA Member News
Featured Collection: Altar Frontals in the Florence Benedictine Abbey
Textile Community News
Conference Review: Weaving History Conference
Book Reviews
Calendar-Conferences & Symposia, Exhibitions


創作無障礙 : 一個為讀寫障礙初中生而設的藝術倡導計劃, Suk Mun, Sophia LAW 2013 Lingnan University

創作無障礙 : 一個為讀寫障礙初中生而設的藝術倡導計劃, Suk Mun, Sophia Law

Research Expression through Art : Visual Studies Faculty

《創作無障礙》是一項兩年的藝術倡導計劃,由東華三院屯門綜合服務中心與嶺南大學視覺研究系合辦,為屯門區有讀寫障礙(dyslexia)的初中學生設計為期一學年共二十節的藝術創作倡導工作坊,目的是為他們提供一處無障礙的創作平台,透過愉悅的創作過程,以及完成作品賦與的滿足感,促進他們認識自己先天的限制與天賦,發掘自己的潛能,肯定自我,增加自信。計劃分兩輪進行,參與計劃的學校共三間,包括東華三院鄺錫坤伉儷中學、中華基督教會譚李麗芬紀念中學和鐘聲慈善社胡陳金枝中學。其中鄺錫坤伉儷中學參與了兩輪的計劃, 譚李麗芬紀念中學參與了第一年、胡陳金枝中學參與了第二年的計劃。兩學年度一共有四十五位(二十九男、十六女)學生完成計劃。

為了增進家長和老師對讀寫障礙的認識,計劃期間先後舉辦了三次有關「創作與讀寫障礙」的座談會,讓主辦機構、學者和藝術倡導者與參與計劃的學生家長和老師分享計劃的理念、過程和成果。三次座談會的氣氛相當熱烈,尤其是最後一次老師的參與和意見,對促進家長和主辦機構的溝通起了很大的作用。藝術倡導者在會上就個別同學在計劃中的表現與他們的家長交換意見, 有助他們了解同學在學習上面對的困難,明白同學的潛能。

兩輪計劃在完結時都籌辦一次展覽,展出計劃中學生創作的話劇表演和藝術作品,讓家長、老師、以至社會人士能夠看到讀寫障礙學生的創意和能力,並加以肯定,使得參與的學生在計劃過程中已經建立的自我和信心,在計劃完結後能夠得到家長和老師持續的鼓勵,日後在生活和學習上幫助他們發展長處,推動他們的動力去面對困難。


Embracing Change: Exploring How Creative Professionals Use Interactive Media In Advertising Campaigns, Adam Wagler 2013 University of Nebraska-Lincoln

Embracing Change: Exploring How Creative Professionals Use Interactive Media In Advertising Campaigns, Adam Wagler

College of Journalism and Mass Communications: Faculty Publications

Advertising agencies are incorporating new forms of interactive media into campaigns as media continues to rapidly change. The purpose of this phenomenological qualitative study is to explore how five creative professionals at leading advertising agencies in the Midwest are integrating interactive media into campaigns. Through a series of interviews this project helps solidify what it means to integrate interactive media. The findings illustrate a fundamental shift in an industry that is moving away from “advertising.” An industry built around traditional media now requires creatives to incorporate dynamic, mobile, and social media into the marketing mix. Advertising agencies must engage audiences …


The Social Lives Of Pots And Potters In The Kathmandu Valley, Briana Foley 2013 SIT Study Abroad

The Social Lives Of Pots And Potters In The Kathmandu Valley, Briana Foley

Independent Study Project (ISP) Collection

This paper investigates the changing status of ceramics in Thimi, Nepal. Pottery in the Kathmandu Valley is an ancient tradition, dating as far back as 400 AD. However, the rich craft is currently at a crossroads between extinction and innovation. The author’s project is to trace the lives of pots and the potters from the mid 20th century until present as they are imagined, remembered, and enacted by the human and clay inhabitants of Thimi. Rather than focusing on the aesthetic properties of pots, the author instead emphasizes the social relations that both surround and encounter them. This method aims …


William Hodges And Thomas Daniell: Picturesque Representations Of “Hindoostan”, Nathaniel Fitch 2013 SIT Study Abroad

William Hodges And Thomas Daniell: Picturesque Representations Of “Hindoostan”, Nathaniel Fitch

Independent Study Project (ISP) Collection

This independent research project is a case study and investigation of William Hodges (1744-1797), Thomas Daniell (1749-1840), and his nephew William Daniell (years). Through the mediums of drawings, oil on canvas paintings, and aquatints prints, these artists created representations of colonial India during the last quarter of the eighteenth century. As such images of India were lacking before they traveled to India, investigating their work is fruitful to addressing the power, challenge, and impact of representation.

This research begins with a description of these artists, the art aesthetic and political context in which they worked. Then, the question of how …


Designerly Well-Being: Implications For Pedagogy That Develops Design Capability, Kay Stables 2013 Goldsmiths, University of London

Designerly Well-Being: Implications For Pedagogy That Develops Design Capability, Kay Stables

Learn X Design Conference Series

The concept of "designerly well-being" identifies the value for individuals and society of the development of design capability inherent in all humans. This concept builds on ideas more generally of capability, well-being and democratic design. The paper explores pedagogic issues, particularly in relation to the development of an individual's understanding of themselves as a designer, how they engage effectively in the processes of designing and how they develop the confidence and confidence to positively exploit their own designerly capability in their personal life, social and community life or professional life. Key to this is the stance of the educator on …


Building The Narrative Cloud: Reflection And Distributed Cognition In A Design Studio Classroom, Omar Sosa Tzec, Jordan E. Beck, Martin A. Siegel 2013 Indiana University

Building The Narrative Cloud: Reflection And Distributed Cognition In A Design Studio Classroom, Omar Sosa Tzec, Jordan E. Beck, Martin A. Siegel

Learn X Design Conference Series

Education in Human-Computer Interaction Design (HCI/d) aims to instill a human-centered perspective among its students, encouraging a designerly way of thinking that allows them to develop creative solutions that consider the implications and consequences of people interacting with technology. It has been known that a practicum (Schön, 1987) environment contributes to developing this way of thinking by means of reflection (Schön, 1987). We present in this paper a pedagogical approach based on narratives to be employed in studio-based courses for HCI/d. We discuss how oral and multimedia narratives support in conveying content-independent concepts that affect the learning experience. We propose …


Evaluating Architecture Students’ Perspective Of Learning In Peer Reviews, Charlie Smith 2013 Liverpool John Moores University

Evaluating Architecture Students’ Perspective Of Learning In Peer Reviews, Charlie Smith

Learn X Design Conference Series

Existing research suggests that peer review is a highly effective method for delivering formative feedback, and that it embodies numerous qualities that align closely with creative programmes. However, little research has evaluated creative students’ qualitative opinion of the process. This paper summarises a case study that identified Architecture students’ perceptions of peer reviews, addressing: how they compared to traditional feedback methods, the value of peer feedback, and how peer review contributed to their learning both in relation to the work being evaluated and beyond. Peer reviews were held with a group of final year undergraduates to provide feedback on their …


Pox And The City, Elizabeth S. Goins 2013 Rochester Institute of Technology

Pox And The City, Elizabeth S. Goins

Journal of Interactive Humanities

Pox in the City is a prototype of a social history game that focuses on the medical profession circa 1800 in Edinburgh. The prototype was research, designed and developed on a small budget (about $17,000) and in a short time frame (20 weeks). The experimental design goal was to create a narrative driven educational game that was engaging and delivered some basic educational goals to be used in the high school and college level classrooms. To experiment with writing historic game narrative and to stay within budget, the design was built around a point and click adventure framework. Narrative was …


Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield 2013 Smithsoniam American Art Museum

Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield

Journal of Interactive Humanities

Art museums can be complex, confounding, boring, exciting, absurd, and breathtaking. They can be sad, enlightening, hurtful, alive, dead, mainstream and avant-garde. They can, at once, be all of these things. Or they can be any one of these things separately. Museums can be more. Art museums might provide a place for contemplation, a place for social commentary, a place for political discourse, a place for lunch. They can identify us, deconstruct us, or illuminate our experiences for everyone. They can be an index for the health and vibrancy of our culture and our time. The Smithsonian American Art Museum …


Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard 2013 University of Southern Denmark

Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard

Journal of Interactive Humanities

Most museum exhibitions favor vision, not hearing. When there is audio in exhibitions, it tends to take on a secondary role as a soundtrack or commentary. In some cases, however, audio should be the primary object of interest. Radio heritage is such a case. The traditional way of showcasing audio is through webaccessible archives or through listening kiosks in the exhibition. Neither one takes advantage of the unique affordances of the spatiality and physicality of an exhibition. We therefore propose an alternative way of exhibiting radio heritage in a listening exhibition where users move around and explore the physical gallery …


Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid 2013 Rochester Institute of Technology

Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid

Journal of Interactive Humanities

While the ludology versus narratology debate raged within game studies circles [1], game designers continued building games and developing methods to improve player experience. Today however, while designers may have their personal preferences, there is no longer any doubt that both mechanics and story can have an important role to play in a game [2,3, 4, 5, 6, 7].


You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins 2013 Rochester Institute of Technology

You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins

Journal of Interactive Humanities

This paper describes our experiences developing and piloting a course in educational games. We discuss the structure of the course, the topics we included in the course, as well as the final projects the students created for the course. Of particular interest to non-technical educators interested in exploring games in their courses is the fact that our course incorporated many critical thinking skills as part of the coursework. We felt that an important part of the student’s immersion in this material was not just the production of the game, but also a deeper understanding of the issues surrounding education and …


Counter-Design: Alternative Design And Research Methods, Joshua Singer 2013 San Francisco State University

Counter-Design: Alternative Design And Research Methods, Joshua Singer

Learn X Design Conference Series

Art is critical in its ability to propose an alternative to an accepted reality, and produces a counter-consciousness; a “negation of the realistic-conformist mind” [Marcuse, 1979, p 9] Communication design, is a formalized practice embedded in and serving conventional cultural production and capital. An alternative counterdesign “…chooses instead to emphasize the need for a renewal of philosophical discourse and for social and political involvement as a way of bringing about structural changes in our society.” [Lang, 2005, p. 46.] For communication design to dismiss its conventional service to capital is in itself a critical negation. Additionally, communication design’s prescribed functions …


Music Iconography Used As Video Montage Guide – Conception, Development And Validation Of A Teaching Module In Communication Design, Jose Silva 2013 Polytechnic Institute of Castelo Branco – Superior School of Arts

Music Iconography Used As Video Montage Guide – Conception, Development And Validation Of A Teaching Module In Communication Design, Jose Silva

Learn X Design Conference Series

The article proposed describes the findings retrieved from the researched carried out in the PHD in Design. The experience, combining sound, video and drawing, had as purpose design a learning experiment on Video montage in the scope of Communication Design. The drawing was used as music translation and provided guidance in conducting different paces in the moving image sequence. The use of drawing enabled the creation of a graphical score used in video montage as well as an implicit method to record the experience. The work can be described as a border line research making contact with distinct areas such …


Design English Collaboration And Presentation: Developing International Designers At A Japanese University, Mark D. Sheehan, Jack Ryan, Yasuko Takayama, Ikuro Mine, Satoshi Kose 2013 Department of International Culture, Shizuoka University of Art and Culture, Japan

Design English Collaboration And Presentation: Developing International Designers At A Japanese University, Mark D. Sheehan, Jack Ryan, Yasuko Takayama, Ikuro Mine, Satoshi Kose

Learn X Design Conference Series

This study reports on a long-term project to improve the English presentation skills of students in the Faculty of Design at a Japanese university. The first two years of a collaborative effort to pair Industrial Design majors with advanced students in the Department of International Culture to collaborate on a product or product concept and present their work in English will be described. Recent measures to improve English education in Japan include the introduction of English study in elementary school, and adopting communicative-based learning in high schools. At the university level, content-based English education, or English for Specific Purposes (ESP), …


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