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Articles 1 - 23 of 23
Full-Text Articles in Art and Design
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Articles
The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.
Stay Woke, Langston A. Williams
Stay Woke, Langston A. Williams
University of New Orleans Theses and Dissertations
Throughout the pages of my thesis, I comprehensively analyze the processes, intentions, and production of my thesis film Stay Woke. My examination will exhaustively probe every stage of the film from development to preproduction to production to postproduction and beyond. Individual aspects of this process including writing, casting, locations, production design, cinematography, directing, budgeting, scheduling, and postproduction workflows will be detailed. As I make elaborations in each section, I will explain my learning experiences from each day’s new tasks, challenges, and lessons. All of these things will be framed with regards to the overall goal and themes of the …
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 …
"Like Oil And Water": Adaptation As Textuality, Intertextuality, And Metatextuality In Lady Snowblood (Fujita, 1973), Matthew Bolton
"Like Oil And Water": Adaptation As Textuality, Intertextuality, And Metatextuality In Lady Snowblood (Fujita, 1973), Matthew Bolton
Studies in 20th & 21st Century Literature
Toshiya Fujita’s 1973 film adaptation of Kazuo Koike and Kazue Kamimura’s manga series Lady Snowblood is a case study in the challenges inherent in adapting a complex graphic narrative to film. A sprawling episodic story of assassination and revenge, the original manga text offers challenges to any adapter in terms of content, form, narrative construction, and media affordances, challenges that Fujita and his screenwriter Norio Osada gamely take up in their film. In their attempts to adapt their source material, Fujita and Osada rely on three adaptation strategies—textuality, intertextuality, and metatextuality—that reveal both their nimble thinking about adaptation as an …
Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter
Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter
Electronic Thesis and Dissertation Repository
We are of an era in which digital technology now enhances the method and practice of archaeology. In our rush to embrace these technological advances however, Virtual Archaeology has become a practice to visualize the archaeological record, yet it is still searching for its methodological and theoretical base. I submit that Virtual Archaeology is the digital making and interrogating of the archaeological unknown. By wayfaring means, through the synergy of the maker, digital tools and material, archaeologists make meaning of the archaeological record by engaging the known archaeological data with the crafting of new knowledge by multimodal reflection and the …
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 …
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 …
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 …
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.
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 …
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 …
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".
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.
Merchandise, Promotion, And Accessibility: Keith Haring’S Pop Shop, Amy L. Raffel
Merchandise, Promotion, And Accessibility: Keith Haring’S Pop Shop, Amy L. Raffel
Dissertations, Theses, and Capstone Projects
During the peak of his career in New York, Keith Haring took his highly recognizable artistic style and distributed it in the form of merchandise in his Pop Shop, established in 1986. Stemming from his early work displayed on the New York streets, directly within public space, and his explorations into mass media strategies, he learned he could make his work accessible to new audiences outside contemporary art institutions and art circles. He translated his work across several surfaces: from subways or canvases, to everyday functional merchandise, such as buttons, t-shirts, and bags sold in his shop. Responding to a …
Negative Affects That Social Media Causes On Body Imaging, Katelyn J. Gaffney
Negative Affects That Social Media Causes On Body Imaging, Katelyn J. Gaffney
Undergraduate Honors College Theses 2016-
The main purpose of this thesis is to present, discuss and criticize the effect of negative body imagining caused by social media. This will be achieved in part by explaining the history of women and the change of their appearances and Body Mass Index during different times in history. It will also discuss the historical differences of what was considered attractive during those times based on different forms of social media and how it changed from time period to period. Later on in the thesis I will discuss the strong negative influences caused by social media and in the fashion …
2017 Mfa Thesis Exhibitions, The University Of Tennessee, Knoxville, School Of Art
2017 Mfa Thesis Exhibitions, The University Of Tennessee, Knoxville, School Of Art
Ewing Gallery of Art & Architecture
MFA class of 2017: Jessica Gatlin, Abigail Lucien, Anna Wehrwein, Geoff Silvis, Corinna Ray, Meg Erlewine, Jing Qin, Joshua Shorey, Elysia Mann, and Christopher Spurgin.
Look At Where You Listen: A Study Of Commercial Music And Mediation, Thomas Walton Moore
Look At Where You Listen: A Study Of Commercial Music And Mediation, Thomas Walton Moore
Senior Projects Spring 2017
A joint senior project submitted to the divisions of arts and social studies. This project aims to reconsider the 'album' as a format of music distribution that has effects on the consumption-of and relationship-with music as commodity. This project consists of writing and recorded-music-making. Please email tom (at) dpimusic (dot) com for a link.
Lifecasting & Ubiquitous Relationships, Alexis Charlotte Williams
Lifecasting & Ubiquitous Relationships, Alexis Charlotte Williams
Senior Projects Spring 2017
My subjects do not know I exist. They do not know who I am, and they do not know their lives are the center of my painting series. But I know them - at least, I think I do. My acrylic paintings depict people in domestic spaces in specific moments in time. The relationships of person-to-person, person to space, paint to canvas and voyeur to subject drives my obsession to watch and to paint what I see. What I am seeing are a collection of pixels that make up human forms, living rooms, and kitchens. These digital bodies move through …
(The Work Of) Play In The Age Of Electronic Reproduction, Alexis Newton
(The Work Of) Play In The Age Of Electronic Reproduction, Alexis Newton
Dissertations, Master's Theses and Master's Reports
Electronic technologies have allowed for the mass (re)production of new media artifacts on a previously unachievable scale. While media across the board have been effected by the scope of such technology, videogames specifically provide an interesting and generative point of contact in the digital world. Videogames bridge gaps between the academic, political, and popular often unintentionally and unconsciously in ways that other new media artifacts and technologies cannot. But, while this is so, there seems to be a gap in discourse that brings together virtual and embodied experiences in order to create a more cohesive and holistic understanding of the …
"Perhaps," She Said, "Looking Itself Could Be An Antidote.", Sarah Moore
"Perhaps," She Said, "Looking Itself Could Be An Antidote.", Sarah Moore
Graduate Student Theses, Dissertations, & Professional Papers
No abstract provided.