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Articles 961 - 990 of 1302
Full-Text Articles in Art and Design
Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten
Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten
CLCWeb: Comparative Literature and Culture
In their article "Perspectives on Video Games as Art" Jeroen Bourgonjon, Geert Vndermeersche, Kris Rutten and Niels Quinten engage in discussing whether or not video games can be considered a form of art. Although this question has already been discussed elaborately, the debate is guided by many different and often conflicting positions. The aim of this article is to revisit this debate by mapping out a range of perspectives on video games as art. The authors explore the relation between games and different definitions and functions of art, different motives of artists, and the potential impact of the arts. The …
Digital Art History “Beyond The Digitized Slide Library”: An Interview With Johanna Drucker And Miriam Posner, Miriam Kienle
Digital Art History “Beyond The Digitized Slide Library”: An Interview With Johanna Drucker And Miriam Posner, Miriam Kienle
Artl@s Bulletin
Johanna Drucker and Miriam Posner were two of the organizers of the Getty/UCLA Summer Institute in Digital Art History “Beyond the Digitized Slide Library” that took place in the summers of 2014 and 2015. With their extensive expertise in the field, they developed a program that challenged participant to think about the broad theoretical implications of their respective projects and to gain practical tools in digital art history. In this interview, they will describe some of their thinking behind the institute and the state of the field of digital art history, including a discussion of the impact of network visualizations …
Untitled Print, Zealand Linton
El Arte De "Lágrimas En La Lluvia", Todd K. Mack
El Arte De "Lágrimas En La Lluvia", Todd K. Mack
Alambique. Revista académica de ciencia ficción y fantasía / Jornal acadêmico de ficção científica e fantasía
Uno de los elementos destacados de Lágrimas en la lluvia, la excelente novela de ciencia ficción de la madrileña Rosa Montero, es la genial inclusión de obras de arte con fines simbólicos dentro de la obra. Entre estas obras de arte se incluye el famoso cuadro de Johannes Vermeer, Una señora escribiendo una carta con su criada. En este artículo, el dr. Todd Mack muestra cómo este cuadro presagia el principal dilema de la protagonista de la novela. Bruna Husky es una replicante, y por eso sabe exactamente cuánto tiempo vivirá. El conocimiento de su inescapable fin hace …
Heavy Ink: A Documentary On The Comicbook Revolution, Renzo Adler
Heavy Ink: A Documentary On The Comicbook Revolution, Renzo Adler
Dissertations, Theses, and Capstone Projects
Heavy Ink is a documentary short focusing on the comic anthology magazine, Heavy Metal, examining its history as both a standout comic magazine, and how it fits into the larger tradition of comic books. What started off in 1977 as a sci-fi offshoot of National Lampoon ushered in a new era of comics by bridging the gap between American and European comic sensibilities with a talent pool from all over the world.
Heavy Metal would go on to have reverberations beyond comics into music, movies, and the global entertainment landscape of today. Heavy Metal introduced the world to artists such …
Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon
Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon
Presentations and other scholarship
In this paper, we describe the design and technological methods of
our dynamic sprite system in Lost & Found, a table-top-to-mobile
card game designed to improve literacy regarding prosocial
aspects of religious legal systems, specifically, collaboration and
cooperation. Harnessing the capabilities of Unreal Engine’s
Paper2D system, we created a dynamic content creation pipeline
that empowered our game designers so that they could rapidly
iterate on the game’s systems and balance externally from the
engine. Utilizing the Unreal Blueprint component system we were
also able to modularize each actor during runtime as data may be
changed. The technological approach behind Lost …
Stitched Past, Sawyer Smith
Stitched Past, Sawyer Smith
Mahurin Honors College Capstone Experience/Thesis Projects
“Stitched Past” tells the stories of vulnerable women in Lima, Peru. Despite the emotional and physical impacts of poverty, the women seek mentorship, education, and job security through Krochet Kids International. Krochet Kids, a U.S.-based non-profit organization, offers women in Peru and Uganda the opportunity to create knitwear to be sold online. In addition to gaining a new job and skill, the women receive counseling, affordable childcare, and supportive community. Krochet Kids approaches empowerment from a holistic perspective. The mentors encourage growth in five categories: financial, intellectual, physical, social, and psychological. This model of personal development ensures that the women …
Selected Readings On Augmented Reality, Ekphrasis, And Michael Field, Robert P. Fletcher
Selected Readings On Augmented Reality, Ekphrasis, And Michael Field, Robert P. Fletcher
Sight and Song Augmented: Painting and Poetry in Mixed Reality
No abstract provided.
The Blue That Blew Bloo, Daniel Ray Martinez
The Blue That Blew Bloo, Daniel Ray Martinez
Art Theses and Dissertations
My work is a combination of videos, objects, and performances with a multidisciplinary practice that engages with the formal language of sculpture, photography, video/cinema, and drawing while being in dialogue with concepts and concerns about the image, the surface, and the space of representation. I am interested in the poetics and phenomenology of life; and the way one interacts in an environment; and the way digital/virtual media has shifted our experiences in life. Rethinking the way one finds boredom to get away from virtual capitalist spaces is a concern for me. I find inspiration in the wandering through spaces. I …
Navigating The Moral Pitfalls Of The Service Industry "The Book Of Snake", Paul S. Punzo
Navigating The Moral Pitfalls Of The Service Industry "The Book Of Snake", Paul S. Punzo
LSU New Orleans Theses and Dissertations
This thesis paper examines how I turned real life experiences and observations into a fictionalized screenplay that explores the potential for vice inherent in tip-based service industry jobs. After that, I move on to the preproduction process and touch on casting, location scouting, visualization, production design, budgeting and crewing. Next I discuss how the preproduction and on-set efforts of individuals were all critical to our production. Then I chronicle the ups and downs of postproduction. Finally, I conclude with an admittedly subjective analysis of the effectiveness of the movie itself.
Flesh And Blood, Clayton Petras
Flesh And Blood, Clayton Petras
Graduate School of Art Theses
In my work, I look for ways to visualize and document the degenerative mental disease of Parkinson’s and transform it into portrayals of the disease itself, its effects, and those it afflicts. Being a physical breakdown of the body, both popular culture and my own corporal understanding influence my interpretation and representation. This document outlines those influences and their buildup towards a shared understanding of the interests behind the work, as well as implies what the work does through these contexts.
How do we give identity to a disease that is difficult to diagnose or view on medical technology, currently …
One Epic Φf Stardusts, Y∞N Irene Hong
One Epic Φf Stardusts, Y∞N Irene Hong
Bachelor of Fine Arts Senior Papers
A long time ago in a far away galaxy,
there was a star shining alone in the deep darkness.
The beautiful star aged and exploded into a supernova,
where her golden light scattered into the tiniest sparkles of dust,
pouring down to Earth.
Made of Stardust,
humans naturally have responded to the divine light that they carry inside their souls,
through diverse acts of enlightenment such as art, religion, and science.
.
.
.
As a Stardust, an artist, a Korean, and a woman,
I keep walking in between opposing forces and varying perspectives
until I transcend their boundaries and …
Light On, Baby. No Future, Shane Dollinger
Light On, Baby. No Future, Shane Dollinger
Bachelor of Fine Arts Senior Papers
This project is a realistic depiction of the circularity of experience. As Images of ourselves and our experiences become increasingly inescapable, the repetitive and nonlinear nature of those experiences is amplified. This issue is explored in looking at contemporary artists/filmmakers whose handling of inundation in representation and narrative distinctly embraces multiplicity. Queering structures of representation, the work holds a mirror to the way that we experience living, encountering images, narrative structures and memories.
Creatures Of Play, Melissa Shelton
Creatures Of Play, Melissa Shelton
Graduate School of Art Theses
This thesis explores my practice as an artist and my work’s cultural, theoretical and social contexts, such carnival theory, feminist studies and film studies, as well as references to mythology and my own biography. I discuss forms of representation of gendered identities through my work in drawing, performance, animation, video and installation.
The masks we wear become as real as our bare face. Through the act of doubling the representation, my thesis work BECOMING/a fine line situates the mask as the mediator between reflections, mirroring the identity and the notion of performativity. Embracing a certain incompleteness and embodying the theoretical …
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Articles
This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …
Creative Advertising Portfolio, Hayley E. Sunderman
Creative Advertising Portfolio, Hayley E. Sunderman
Senior Honors Projects, 2010-2019
Since I was a young child, all I wanted was to draw and write. I would compose entire binders of my artwork, as well as Microsoft Word documents of the beginnings of mystery novels. As I grew older, I let my self-doubt take over and I convinced myself that I was not talented enough to pursue any type of creative career path. I came into college as a Marketing major knowing that my future career options would be fairly vast. During my junior year, I realized my strong desire to work in creative advertising. Graphic design, copywriting, photography, videography, and …
What You See Is What You Get, Kevin Kempisty
What You See Is What You Get, Kevin Kempisty
Graduate Theses
This thesis statement describes and comments on the four videos that compose my thesis exhibition, "What you See is What You Get." Together, they constitute a self-portrait. Videos require multiple mediums and software, each with their own purpose and aesthetic. The three key ingredients these four videos make use of are recorded performances, 2D animation and narrative. This statement will detail the visuals and purpose of each one, the technology and editing process, and the inspirations that have led to the thesis exhibition. The statement describes the choice of color, movement and rhythm to carry the narrative, which is not …
Nips Of Clairvoyance, Samantha Valdez
Nips Of Clairvoyance, Samantha Valdez
Graduate Theses
My thesis statement describes the fundamental elements of inspiration, along with the artistic references for my thesis body of work. It revisits memories, and explores the symbolic significance of bodily action, form, material and composition, as a means to expose the relationship between object and memory. The thesis exhibition, Nips of Clairvoyance, consists of an installation of a triptych of videos of performances that depict the complexity and pain of an abusive relationship. Adjacent to the videos are three sculptures that consist, of glass cylinders filled with personal objects embedded inside and placed on top of slabs of soap. While …
Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour
Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour
Masters Theses, 2010-2019
Video games create the feeling of great achievement and place the player into a role that turns them into a great hero. These experiences feel significant because they require great time and emotional investment. The monumentality of these experiences, however, are at odds with the transience of the electrical virtual worlds. The medium of oil painting helps overcome the sense of transience because of oil painting’s durable permanent way of image making and stillness. Painting’s inherent nod to history also creates a dissonance between the newness of the video game medium and the antiquity of painting, a contrast exacerbated by …
Man/Boy., Nick Hartman
Man/Boy., Nick Hartman
Electronic Theses and Dissertations
Verisimilitude, or the appearance of being true, is a concept I turn upside down; relating it to a guise I wear as a contemporary male in a society dictated by learned social behavior and gender norms. Cultural iconography and expected gender norms are tropes I confront within my artwork. Drawings of seemingly everyday objects act as meditations or a fetishized repetition of supposed unobtainable objects and ideals that deal with masculine societal norms. Manliness, machismo, masculinity… it is all a culturally learned and expected pose placed on all men. Coming to the realization that I do not necessarily fit …
Automation In Entertainment: Concept, Design, And Application, Ryan Thally
Automation In Entertainment: Concept, Design, And Application, Ryan Thally
Undergraduate Honors Theses
The focus of this thesis is to explore the automation technology used in the modern entertainment industry. Upon completion of my thesis, I will deliver a working prototype of the chosen technology and present its capabilities in a choreographed show.
Images, Speech Balloons, And Artful Representation: Comics As Visual Narratives Of Early Career Teachers, Julian Lawrence, Ching-Chiu Lin, Rita Irwin
Images, Speech Balloons, And Artful Representation: Comics As Visual Narratives Of Early Career Teachers, Julian Lawrence, Ching-Chiu Lin, Rita Irwin
SANE journal: Sequential Art Narrative in Education
The ways in which teachers adjust to challenges in the process of becoming professionals are complicated. Teacher mentorship, however, is an important step to creating and sustaining a strong professional career. This article discusses new understandings from a Canadian research project: Pedagogical Assemblage: Building and Sustaining Teacher Capacity through Mentoring Programs in British Columbia. Through our use of an a/r/tography informed methodology in teacher mentorship, we have come to understand how the use of comics permits an unfolding of visual narratives as a unique way of contextualizing the complex stories of teaching and learning. Our motivation in employing comics as …
Teaching Critical Looking: Pedagogical Approaches To Using Comics As Queer Theory, Ashley Manchester
Teaching Critical Looking: Pedagogical Approaches To Using Comics As Queer Theory, Ashley Manchester
SANE journal: Sequential Art Narrative in Education
Given the challenging depth of queer theoretical concepts, this article argues that one of the most effective ways to teach the complexities of queer theory is by utilizing comics in the classroom. I focus on how college-level instructors can use the content, form, and history of comics to teach students how to enact and do queer theory. By reading and making comics, students learn concrete and theoretical tools for combatting oppressive discourses and modes of meaning making. Teaching comics as queer theory promotes both innovative critical thinking and critical looking skills by centralizing both the rich history of queer comics …
Review Of Captain Marvel And The Art Of Nostalgia, By Brian Cremins, Sean Kleefeld
Review Of Captain Marvel And The Art Of Nostalgia, By Brian Cremins, Sean Kleefeld
SANE journal: Sequential Art Narrative in Education
No abstract provided.
Sight And Song Augmented, Robert P. Fletcher
Sight And Song Augmented, Robert P. Fletcher
Sight and Song Augmented: Painting and Poetry in Mixed Reality
This file is an Android application built in the Unity 3D game engine with the Vuforia Augmented Reality extension. It remediates Sight and Song (1892) by Michael Field (Katherine Bradley and Edith Cooper), a collection of ekphrastic poetry about paintings by the Old Masters.
Anime And War, Carol Sun
Anime And War, Carol Sun
Honors Papers and Posters
This poster examines the growth and development of anime in Japan in post-World War II Japan, particularly its ability to make audiences question the trajectory of humanity and society and to "critique the society that relies on technology...as a means to prevent or discourage war and conflict".
Analysis Of The Female Presence In The Male-Dominated Comic Book Industry, Nicole Choy
Analysis Of The Female Presence In The Male-Dominated Comic Book Industry, Nicole Choy
Honors Papers and Posters
This poster examines the female presence in the male-dominated world of comics, both in terms of representation of female characters and creation by female artists and writers.
Blowing Off Ste(A)M: The Value Of The Creative Arts For Gifted Stem Students (Iagc 2017), Tracy A. Townsend, Michael W. Hancock, Michael P. Dean
Blowing Off Ste(A)M: The Value Of The Creative Arts For Gifted Stem Students (Iagc 2017), Tracy A. Townsend, Michael W. Hancock, Michael P. Dean
Faculty Publications & Research
The following is a collection of teaching documents, including classroom activities and assignment prompts, used in the Illinois Mathematics and Science Academy’s Graphic Novels, Creative Writing, and Modern Theater classes. These materials are easily included in courses with broader topical focuses, however, either as single-day activities or units of study. The specific materials included here are especially beneficial as means of encouraging student creativity, building up a variety of communication skills, rewarding experimental work, and providing new outlets for critical thinking and social-emotional development.
Tandem 2.0: Image And Text Data Generation Application, Christopher J. Vitale
Tandem 2.0: Image And Text Data Generation Application, Christopher J. Vitale
Dissertations, Theses, and Capstone Projects
First created as part of the Digital Humanities Praxis course in the spring of 2012 at the CUNY Graduate Center, Tandem explores the generation of datasets comprised of text and image data by leveraging Optical Character Recognition (OCR), Natural Language Processing (NLP) and Computer Vision (CV). This project builds upon that earlier work in a new programming framework. While other developers and digital humanities scholars have created similar tools specifically geared toward NLP (e.g. Voyant-Tools), as well as algorithms for image processing and feature extraction on the CV side, Tandem explores the process of developing a more robust and user-friendly …
Open Works: Between The Programmed And The Free, Art In Italy 1962 To 1972, Lindsay A. Caplan
Open Works: Between The Programmed And The Free, Art In Italy 1962 To 1972, Lindsay A. Caplan
Dissertations, Theses, and Capstone Projects
This dissertation historicizes and theorizes a group of Italian artists who were among the first to use computers and cybernetics to make artworks, developing the genre of Arte Programmata, or Programmed Art. It argues that the artists of Arte Programmata (Bruno Munari, Enzo Mari, and collectives Gruppo T and Gruppo N) turned to the generative, interactive, and probabilistic aspects of early computers not simply as new media for making art but as platforms for radically altering what it means to be a participant in an increasingly mediated and networked world. This is apparent in how each of their works deploys …