Open Access. Powered by Scholars. Published by Universities.®

Digital Commons Network™

Open Access. Powered by Scholars. Published by Universities.®

Art and Design

Institution
Keyword
Publication Year
Publication
Publication Type
File Type

Articles 10111 - 10140 of 11660

Full-Text Articles in Entire DC Network

Squiggles, Dots And Lines, Crystal Renee Woolard Jan 2006

Squiggles, Dots And Lines, Crystal Renee Woolard

Senior Honors Theses and Projects

No abstract provided.


Karaoke Ice: A Night Out, Cadre City, Nancy Nowacek, Marina Zurkow, Katie Salen Jan 2006

Karaoke Ice: A Night Out, Cadre City, Nancy Nowacek, Marina Zurkow, Katie Salen

SWITCH

This article details the early research behind Karaoke Ice, an art project that combines the culture and rituals of karaoke and ice cream trucks. The participants visited karaoke bars in San Jose, New York, and South East Asia and described their experiences.


Abstract Painting, Allison Nix Jan 2006

Abstract Painting, Allison Nix

The Mercury

No abstract provided.


Textile Society Of America Newsletter 18:1 — Winter 2006, Textile Society Of America Jan 2006

Textile Society Of America Newsletter 18:1 — Winter 2006, Textile Society Of America

Textile Society of America: Newsletters

TSA Workshop Report—"Exploring Contemporary Textiles: A Day with Matilda McQuaid and Hil Driessen"
TSA Symposium 2006
TSA Board Directory
President's Letter
TSA Member News
Collections News
Featured Collection—The Denison University Art Gallery, Granville, Ohio
Conservation Report
Conference Review—5th North American Textile Conservation Conference
Exhibition Review—"Archie Brennan: In the Shadow of The Cloisters"
Commentary—"Paisley and Peacocks: Woven and Embroidered Textiles from Kashmir and Punjab" and "Matisse and the Coptic Connection"
Calendar: Exhibitions, Lectures, Workshops, Tours
Opportunities
Calls for Papers
Conferences and Symposia
Symposium 2006 Logo


Textiles From The Canadian Front, J. Penney Burton Jan 2006

Textiles From The Canadian Front, J. Penney Burton

Textile Society of America: Symposium Proceedings

The craft of storytelling has all but disappeared from the Western cultural context, and there remain few peoples for whom oral traditions are still a prominent part of their everyday lives. Fiber artists and their work are frequently discussed by craft historians, critics, curators and connoisseurs, but aside from infrequent interviews in monographs and craft journals, their own voices are rarely heard. This is being somewhat addressed with the practice of conducting oral history interviews with leaders in the craft and textile field in the US, through the Smithsonian Institute, with the Nanette L. Laitman Project for Craft and the …


When This You See Remember Me: Sampler Making As A Material Practice Of Identity And Selfhood, Mary Lou Trinkwon Jan 2006

When This You See Remember Me: Sampler Making As A Material Practice Of Identity And Selfhood, Mary Lou Trinkwon

Textile Society of America: Symposium Proceedings

I would like to acknowledge the extensive research done by Textile historians, curators and collectors. I owe a huge debt to their research and all the documentation that is available. It is my hope that I can build on this strong body of knowledge and offer some new thoughts to this historic, vibrant and diverse practice.

I want to share with you a short survey of the terrain I have been cultivating on the topic of needlework and sampler making. I want to talk about how I use samplers as a pedagogical tool and as an assigned project in my …


Front Matter: Pacific Rim Jan 2006

Front Matter: Pacific Rim

SWITCH

Front matter for Issue 21 of SWITCH. This issue focuses on the Pacific Rim, a shared georgraphic and cultural space, and one of the four chosen themes for the ZeroOne/ ISEA 2006 Festival and Symposium.


Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson Jan 2006

Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson

Reconstruction: Studies in Contemporary Culture

[First two paragraphs]

At the end of F. Scott Fitzgerald’s The Great Gatsby, Nick Carraway reflects of his journey to the East: “this has been a story of the West” (184). Nick never explains exactly how this is the case, particularly odd since all the action takes place between Manhattan and Long Island. Nick’s hesitant explanation for this puzzling conclusion lies in the western origin of the central characters of the novel and their inability to adapt “to Eastern Life” (184). But the characters seem a part of, if not overshadowed by, the riotous world of West Egg. Only …


Inaugural Catalogue : Lam Tung-Pang's Work, Tung Pang Lam Jan 2006

Inaugural Catalogue : Lam Tung-Pang's Work, Tung Pang Lam

Artists-in-Residence Programme : Exhibition Catalogues

The First Artist-in-Residence 首位駐校藝術家


Normal Editions Workshop Newsletter, 2006, Wonsook Kim School Of Art And Design Jan 2006

Normal Editions Workshop Newsletter, 2006, Wonsook Kim School Of Art And Design

Normal Editions Workshop Newsletter

Annual newsletter for the Normal Editions Workshop, School of Art, Illinois State University.


The Bridge, Volume 3, 2006, Bridgewater State College Jan 2006

The Bridge, Volume 3, 2006, Bridgewater State College

the bridge

Volume 3 Staff

Cheryl Tullis, Editor-in-Chief
Victoria Large, Editor-in-Chief
David Bevans
Christelle L. Del Prete
Derek T. Hambly
Joseph Kolczewski, Jr.
Angelique Paparella
Ryan Perry
Patricia Portanova
Christopher Rego
Georgia Savory
Shaylin Walsh

Mary Dondero, Faculty Advisor
Jerald Walker, Faculty Advisor
Linda Hall, Alumni Consultant
Rosann Kozlowski, Alumni Consultant


You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan Jan 2006

You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan

Reconstruction: Studies in Contemporary Culture

From the mid to late 1990s, popular and academic discourse on video games, particularly in the United States, has focused on their supposed capacity to engender violent and otherwise anti-social behavior in youth. Much like ludologists' recent claims that video games are not a narrative medium, at least one reason for this is that commentators have too narrow an understanding of the diverse range of games that exist. In addition to this, game demonizers have demonstrated an inadequate understanding of the ways games are related to real life. In order to combat these misunderstandings, this chapter analyzes the role of …


Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams Jan 2006

Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams

Reconstruction: Studies in Contemporary Culture

Media critics, notably Jean Baudrillard, have suggested that the environment of simulations are to be defined as something more real than the real, or, in his terms, hyperreal. If hyperrealities are indeed the way that we can define the environment of multimedia technologies like video games, what sorts of ethical considerations should exist in a place that gamers conceive as more real than the real? This essay considers what ethical considerations are worth contemplating as gamers begin to take on the roles of gods and heroes in multiplayer video games. The little gods and heroes whose identities gamers have begun …


The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy Jan 2006

The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy

Reconstruction: Studies in Contemporary Culture

The video game genre known as survival horror resembles contemporary horror cinema in that both increasingly popular forms of entertainment allow audiences to experience fear resulting from the development of suspense coupled with the dread and shock of encountering monstrosity. One need only note the remarkable success of next generation video game franchises like Resident Evil (1996) and Silent Hill (1999) to realize that, more than ever before, game players in their late teens and beyond long to immerse themselves within interactive nightmares that offer the kind of thrills and chills once available exclusively through horror literature and films. However, …


Role Playing Games As Interactive Fiction, John Miller Jan 2006

Role Playing Games As Interactive Fiction, John Miller

Reconstruction: Studies in Contemporary Culture

This chapter compares the experience of gaming and the experience of reading, and explores what that comparison might tell us about each. More specifically, it applies methods of literary analysis to the study of two narrative activities situated near the border of reading and gaming: Electronic hyperfictions and role-playing games. Miller first reviews literary theories of reader response and interactivity and notes how these have informed recent critical discussions of literary hyperfiction. He then critiques these discussions and the claims made for hyperfiction's liberating or empowering effect on readers: Contrary to the claims of some critics, such narratives generally fail …


Imagined Cities, Real Futures: Simcity And The Co-Production Of Urban Dystopias, Samuel Gerald Collins Jan 2006

Imagined Cities, Real Futures: Simcity And The Co-Production Of Urban Dystopias, Samuel Gerald Collins

Reconstruction: Studies in Contemporary Culture

While the author of this chapter agrees with anthropologists who reject an urban studies predicated on postmodern surfaces and insist that we analyze cities in regional, national and global contexts of political economy, he nevertheless suggests that the urban imaginary has never been so important: Movies, television and music have proven all too useful in the continued vilification of an urban underclass. In 2001, in order to explore the role media might play in the structuring and delimitating of the ways we think about cities, Collins assigned SimCity, a computer simulation game combining models of urban development with cellular automata, …


Shooters To The Left Of Us, Shooters To The Right: First Person Arcade Shooter Video Games, The Violence Debate, And The Legacy Of Militarism, Karen J. Hall Jan 2006

Shooters To The Left Of Us, Shooters To The Right: First Person Arcade Shooter Video Games, The Violence Debate, And The Legacy Of Militarism, Karen J. Hall

Reconstruction: Studies in Contemporary Culture

Adult concerns about video games erupted in the 1990s when parents and politicians came forward with claims that Doom, Mortal Kombat, Killer Instinct and games like them were partially responsible for the rash of school shootings in predominantly white, middle class communities. The author of this chapter argues that arcade games serve the national interest by entertaining consumer-citizens and creating a consumer-based demand for military technology. However, when adolescent shooters disrupt the status quo, it is the games rather than militarist social and economic structures that are criticized by the news media, politicians, and parents. The author of …


Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler Jan 2006

Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler

Reconstruction: Studies in Contemporary Culture

Despite over twenty years of studies, scholars have yet to identify a productive theoretical model for the video game that does not depend on a fragmentary understanding of its form. Following Pierre Bourdieu's contention that the purpose of criticism is to understand cultural products as distinct scientific objects, and Marshall McLuhan's theory that the message and formative power of media are the media themselves, this study attempts to generate a foundational critical understanding of the video game. Building on the most lucrative intrinsic (such as David Myer's 1991 Computer Game Semiotics) and extrinsic (such as Jeffrey Goldstein's 1998 Immortal …


Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman Jan 2006

Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman

Reconstruction: Studies in Contemporary Culture

[First paragraph]

Games have become a central metaphor in representations of society, and most people are familiar enough with Lewis Carroll's Alice to know that when she passes through the looking glass she finds herself embroiled in a game a Chess which is also much more (Carroll 1992 [1897]). This strange game of Chess is simultaneously a simulation and an enactment of social life in Wonderland, and Carroll plots out Alice 's narrative path as a series of tactical Chess moves, which can be understood as both an attempt to win the game and to navigate through Wonderland and her …


Cold War Games And Postwar Art, Claudia Mesch Jan 2006

Cold War Games And Postwar Art, Claudia Mesch

Reconstruction: Studies in Contemporary Culture

During the Cold War both “superpowers” used games, particularly chess, in order to construct an ideology of complete conflict and irreconcilable division between East and West. This essay focuses on the broad cultural challenge to divisive Cold War zero-sum mentality issued by a number of artists—André Breton, Marcel Duchamp and Öyvind Fahlström, and Fluxus artists George Maciunas, George Brecht, Robert Watts, Takako Saito and Yoko Ono. These artists, in a second wave of game-focused art, returned to the concerns of surrealist art practice and to earlier cultural game theory. Even conceptual art production was impacted by the predetermined structure of …


When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette Jan 2006

When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette

Reconstruction: Studies in Contemporary Culture

While sports games try to recreate the atmosphere of a stadium or of television broadcasts of games, role-playing and action-adventure games attempt to duplicate cinematography through animation. For Tomb Raider, the virtual reality created by the cinematic animation of the game produces an environment for male-to-female cross-gender identification, a topic that has received little critical attention. The sense of identification intended in this chapter comes from psychoanalysts Jean Laplanche and Jean-Baptiste Pontalis, who describe identification as a psychological process in which a subject assimilates an aspect, a property, a characteristic of another and transforms himself [or herself] totally or partially …


Kick Me, Jennifer Stackpole Jan 2006

Kick Me, Jennifer Stackpole

Theses and Dissertations

Human experience, particularly the trials and tribulations of growing up, is the foundation on which I build. In this body of work, I represent these somewhat unsettling times. I use flattened space, strong diagonals, and vibrant color to add energy to the compositions. An underlying structure of fragmented shapes suggests the incomplete nature of adolescence.


The Other Side Of The Fence, Benjamin S. Jones Jan 2006

The Other Side Of The Fence, Benjamin S. Jones

Theses and Dissertations

I pull from what I see in my urban surroundings. There is always a sense of dread fused with optimism that prevails. Is it beautiful? Fragments of low-riders and tricked-out cars become symbols of desire and the glowing red lens of a stop light becomes a Cyclops poised to defend his garden. Candy-coated, blooming, dripping and seductively slick confronts you with the obvious warning: STOP! You could be next… …The grass really is greener on The Other Side of the Fence. At least until winter comes.


Through My Eyes, Candace B. Conklin Jan 2006

Through My Eyes, Candace B. Conklin

Theses and Dissertations

I am the one my friends call the creepy one. My art is not pretty or happy. It is an expression of my inner feelings and thoughts. I don't make pretty pictures because I find them void of true emotional substance. I developed my point of view when I photographed my eyes, which have become a consistent theme in my work. Eyes are the window to the soul and the key to my inner emotions. I have since expanded my work to include other images. I continue to seek ways to help my viewers experience my work both emotionally and …


Dirty Laundry, Mona Mullins Williams Jan 2006

Dirty Laundry, Mona Mullins Williams

Theses and Dissertations

Making art is cathartic for me. Working in a visual medium allows me to communicate ideas and feelings that I would find difficult to express in words. I use a wide variety of traditional and non-traditional materials as symbolic elements in my work. While the pieces are not always pretty, my goal is that they contain an element of irony and humor which helps us laugh at ourselves.


Raubeaux Scientician, Joe W. Grant Iii Jan 2006

Raubeaux Scientician, Joe W. Grant Iii

Theses and Dissertations

The works contained in "Raubeaux Scientician" are about a triadic relationship between people, science, and art. The obsessions, of individuals and the apparent change brought about by their physical presence guide my artistic research. I am awestruck at the capabilities of the individual to overcome conventional thought and through creative action yield a new vision. Some of the people I am fascinated by put forth theories and inventions that continue to affect myriad aspects of our world today. Among those at the forefront are, Robert Oppenheimer, and Edward Teller. Their contributions to science and mathematics remain almost unmatched. These and …


From The Edge, Leslie Corder Rousseau Jan 2006

From The Edge, Leslie Corder Rousseau

Theses and Dissertations

Paintings and drawings are the physical representations of my dialogue with the world around me. Art is how I connect to what is too large, or too vague, or too personally meaningful to express in any other way. Space and its transformation by light and color have always been central to this dialogue. I am particularly intrigued by spatial ambiguity. Space exists for us only in how it relates to us and so, space changes. One viewpoint or state of mind might make space seem freeing, while another makes the same space feel confining. Barriers are sometimes delineated, sometimes obscured. …


Little Paintings, Robert William Land Jan 2006

Little Paintings, Robert William Land

Theses and Dissertations

Little Paintings is a document that describes the creation, influences and process of two films, "Betty Creek" and "New Berlin". The films are personal responses to my experiences growing-up and living in the Southern United States. The Thesis illustrates the influences of painters such as Jimmie Lee Sudduth and Willie Jinks and how their raw painting methods inspire the development of my films using a tactile approach to filmmaking.


Application Of Binaural Recording In The Video Game Industry, Max Leong Jan 2006

Application Of Binaural Recording In The Video Game Industry, Max Leong

Theses : Honours

The video game industry is one of entertainment technologies' largest growing industries. There are thousands of games in the market covering a variety of different genres. There is also a high level technical sophistication in current games along with the game console that runs it. Games are realistic with astonishingly life like graphics. The backing audio and music tracks are performed by leading orchestras and written by renowned composers. Great technological strides have been made in the areas of graphic and audio design. The end user expects the very best and the video game industry is constantly improving software and …


Applying Principles Of Information Design To Help Parents Accept Babies With Down Syndrome, Anita Eradla Jan 2006

Applying Principles Of Information Design To Help Parents Accept Babies With Down Syndrome, Anita Eradla

Theses and Dissertations

My creative project is a system of resource materials designed for parents and expecting parents to promote acceptance of babies with Down syndrome. This project is also a study of information architecture and icon development, and an opportunity to study the universal and emotive qualities of an iconic system.