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Articles 151 - 180 of 2264
Full-Text Articles in Art and Design
Intergenerational Art: A Cultural Perspective, Steve Willis
Intergenerational Art: A Cultural Perspective, Steve Willis
International Journal of Lifelong Learning in Art Education
This paper will present the experiences that I had with two female Elders in the Acoma Pueblo. By working with a traditional Acoma family, I gained an intimate view of the positionality of the family structure, intergenerational teaching, and the Acoma culture. Like my experiences with many Eastern Tribes (my ancestral lineage is with the Powhaton Society), the Acoma culture is a matrilineal society. This paper will include anecdotal narratives along with images of the Pueblo, Sky City, and traditional ceramic forms. I will present the sacredness of the environment through art-making and art-sharing between generations. The two Acoma Elders …
Pearl And Murray Greenberg Award Lectures, Linda J. Helmick, Margaret Walker
Pearl And Murray Greenberg Award Lectures, Linda J. Helmick, Margaret Walker
International Journal of Lifelong Learning in Art Education
No abstract provided.
Journal Theme: Connections, Linda J. Helmick
Journal Theme: Connections, Linda J. Helmick
International Journal of Lifelong Learning in Art Education
No abstract provided.
Table Of Contents
International Journal of Lifelong Learning in Art Education
No abstract provided.
Editors
International Journal of Lifelong Learning in Art Education
No abstract provided.
Connections: Front Cover
International Journal of Lifelong Learning in Art Education
No abstract provided.
Connections: Full Journal
International Journal of Lifelong Learning in Art Education
No abstract provided.
Remedios Varo, Diseñadora Y Publicista, Carmina López Sánchez, M. Mar Martínez-Oña
Remedios Varo, Diseñadora Y Publicista, Carmina López Sánchez, M. Mar Martínez-Oña
GDI. Revista de investigación de Género, Diseño e Innovación
El presente artículo analiza las obras de la pintora surrealista Remedios Varo Uranga, siendo el objeto de estudio el análisis de su trabajo como diseñadora y publicista, concretamente de los diseños realizados para la empresa Bayer. Por ello, a través de diferentes metodologías como la revisión bibliográfica, la catalogación junto con los métodos histórico e iconográfico se profundiza en el análisis de algunos de estos trabajos publicitarios. Pretendiendo con ello, visibilizar no solamente la labor artística de Remedios Varo, sino valorar su trabajo como diseñadora donde presenta características iconográficas y estéticas similares a su obra surrealista creando entonces, una publicidad …
Time Flies By, Aly Huynh
Time Flies By, Aly Huynh
Student Sequential Art and Comics
Mostly black and white with one color, orange and different camera angles.
Graphic Medicine, Leesha Coleman, Rachel F. Fenske, Quincy Roundtree
Graphic Medicine, Leesha Coleman, Rachel F. Fenske, Quincy Roundtree
Creative Arts & Storytelling for Health and Wellness Summit
Attendees will get an overview of graphic medicine, hear about the history of graphic medicine at the Charles M. Baugh Biomedical Library, learn about the artistic process of creating comics, and hear about uses for graphic medicine in educational and clinical settings.
The Art Of Medicine: Healing The Heart, Body And Soul, T. J. Hundley, Peyton Mcelroy
The Art Of Medicine: Healing The Heart, Body And Soul, T. J. Hundley, Peyton Mcelroy
Creative Arts & Storytelling for Health and Wellness Summit
In this session, we will explore the various ways in which literary, visual, and performing arts serve within medical communities to create meaning and understanding from the profound human experiences associated with illness, healing, and health. We will discuss the relationship between the creative arts, reflective practice, and professional identity. Furthermore, we will demonstrate how the creative arts can be effectively utilized to promote reflective practice.
House Of Le Dojja, Jaidyn Harvey
House Of Le Dojja, Jaidyn Harvey
Student Sequential Art and Comics
A short story about black vampires
Ballot Box Poster, Sara Reisdorf
Ballot Box Poster, Sara Reisdorf
Get Out The Vote Poster Exhibit
This poster was made for Art 480 Advanced Graphic Design. It is an illustrative poster, intended to encourage people to vote.
Every Vote Counts, Sara Reisdorf
Every Vote Counts, Sara Reisdorf
Get Out The Vote Poster Exhibit
This poster was made for Art 480 Advanced Graphic Design. It is a type only poster, intended to encourage people to vote.
Vote Boat, Alyson Bosch
Vote Boat, Alyson Bosch
Get Out The Vote Poster Exhibit
This graphic is meant to encourage and excite people about the election and voting. It explores the concept of typography as imagery to convey a positive feeling to viewers as they analyze the pun behind it.
Use Your Voice, Alyson Bosch
Use Your Voice, Alyson Bosch
Get Out The Vote Poster Exhibit
This graphic is meant to encourage and excite people about using their voices and exercising their right to vote. It explores the concept of graphics without typography to convey the power of speaking for what you believe in.
Intersections Of Living And Machine Agencies: Art-Based Models Of Adaptive Conversation With The More-Than-Human World, Carlos Castellanos
Intersections Of Living And Machine Agencies: Art-Based Models Of Adaptive Conversation With The More-Than-Human World, Carlos Castellanos
Tradition Innovations in Arts, Design, and Media Higher Education
Today’s AI systems are not built to have reciprocal interplay with their environments and thus they demonstrate little interest in emergence, adaptation or developing mutually productive relationships with the natural world. Is a different kind of AI possible? How can artists contribute to its development? In this essay, I will discuss ways in which the arts might help guide us towards a new kind of AI, built upon adaptive conversation (i.e. shared construction of meaning) with nature. I will discuss how can work with AI while also challenging its prevailing ontology, and even suggest alternative ontologies and epistemologies. I will …
Use Your Voice, Angela Brayton
Use Your Voice, Angela Brayton
Get Out The Vote Poster Exhibit
A non-partisan poster intended to encourage viewers to go out and vote.
Filled In Ballot, Angela Brayton
Filled In Ballot, Angela Brayton
Get Out The Vote Poster Exhibit
Non-partisan poster made with the intent to encourage viewers to vote. It shows two ovals like those seen on a ballot with one scribbled in as though someone just voted.
Get Out The Vote, Gyuri Kim
Get Out The Vote, Gyuri Kim
Get Out The Vote Poster Exhibit
This is an illustration poster, which only uses illustrations. The message of this poster is to make people vote for the election.
Video Game Review — Final Fantasy Xiv: Level Up Forever, Brian Cowlishaw
Video Game Review — Final Fantasy Xiv: Level Up Forever, Brian Cowlishaw
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Review of the video game Final Fantasy XIV: Level Up Forever.
Savior Syndrome, Laila Evans
Savior Syndrome, Laila Evans
Student Sequential Art and Comics
A fantastical and mildly exaggerated autobiographical comic detailing an anecdote from my experiences of being a people pleaser.
Bug Buddies, Halen Willoughby
Bug Buddies, Halen Willoughby
Animation Student Work
A 6 page zine about 2 best friends who "bug" each other.
Modern Tools, Ancient Skills: An Attempted Dialogue Between Ai, Design And Traditional Craft, Paolo Cardini, Juan C. Noguera
Modern Tools, Ancient Skills: An Attempted Dialogue Between Ai, Design And Traditional Craft, Paolo Cardini, Juan C. Noguera
Tradition Innovations in Arts, Design, and Media Higher Education
This study explores the integration of artificial intelligence (AI) tools in traditional craft practices, focusing on Guatemalan artisans. The research investigates how machine learning, specifically generative AI platforms like OpenAI’s DALL-E and Midjourney, can bridge the gap between traditional craftsmanship and contemporary design methods. Guatemalan artisans were trained to use these AI tools to generate design ideas, which were then translated into three-dimensional bronze door knockers. The study analyzes the impact of AI on the artisans' workflow, creativity, and business, highlighting both the challenges and benefits. Results indicate that AI can streamline the design process and inspire new creative directions, …
Three Characters And Me(Me): Positioning Popular Culture To Unpack Emerging Teacher Identity, Gillian E. Mertens, Henry (Cody) C. Miller
Three Characters And Me(Me): Positioning Popular Culture To Unpack Emerging Teacher Identity, Gillian E. Mertens, Henry (Cody) C. Miller
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
In this article we narrate an instructional practice we implemented in two different teacher education courses that facilitated conversations about teacher identity through the use of fictional characters who were educators. This practice served two purposes in our course work: firstly, this activity presents students with an opportunity to demonstrate their media interests and career goals; secondly, this activity provides a quick, baseline assessment of how aspiring teachers view their profession and future practice. We detail student responses to this activity and consider how their choices of fictional educators fit into broader patterns we see in popular culture, specifically depictions …
Ways Of Decoloniality By The Painted Lady: Avatar: The Last Airbender’S Katara Demonstrates How To Revive A Community In Ecological Distress Brought By The Colonial Expansion Of The Fire Nation, Jose Santos P. Ardivilla
Ways Of Decoloniality By The Painted Lady: Avatar: The Last Airbender’S Katara Demonstrates How To Revive A Community In Ecological Distress Brought By The Colonial Expansion Of The Fire Nation, Jose Santos P. Ardivilla
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
In the third episode of Avatar: The Last Airbender’s Book 3: The Book Of Fire, the “Gaang” consisting of Avatar Aang, Toph, Sokka, and Katara chanced upon a fishing village on stilts,ravaged by the pollution of its waterways. The pollution comes from the industrial activity of the Colonial Masters’ Fire Nation which greatly affected the village. This animation is from Nickelodeon, a channel geared for children’s entertainment, thus implicates humorous asides in what purports to be a serious epicurean reclaiming of a lost balance through indigenous visual culture, solidarity, media studies, and ecocriticism. Katara disguises herself as …
Gad314.3 Proof Of Concept Example 3, Sae University College
Gad314.3 Proof Of Concept Example 3, Sae University College
Exemplars
GAD314.3 Proof of Concept submission of high quality to be used as an exemplar for future trimesters
Gad314.3 Proof Of Concept Example 2, Sae University College
Gad314.3 Proof Of Concept Example 2, Sae University College
Exemplars
GAD314.3 submission of high quality to be used as an exemplar for future trimesters.
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Virtual reality (VR) is a fast-evolving technology rapidly being integrated into education and training in multiple sectors of society. As the use of VR spreads, it is important to critically analyze both its role in effective pedagogies and how students experience it. Virtual reality has extraordinary promise for deeply engaging students, and it also poses particular challenges for equitable and effective teaching of diverse students. This paper discusses students’ responses to a VR exercise and examines some of the complexities VR presents around racial justice, gender equity, and economic fairness. Virtual reality technology may be less effective and less comfortable …
It’S Dangerous To Learn Alone – Play This: Video Games In Higher Education, Particularly In The Composition Classroom, Joy Sterrantino
It’S Dangerous To Learn Alone – Play This: Video Games In Higher Education, Particularly In The Composition Classroom, Joy Sterrantino
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
When people think of educational games, they often just think of ones geared towards kids: these might include spelling and vocabulary games like Scribblenauts, creative games such as Minecraft, as well as historical games such as Carmen [Sandiego]’s Ancient Caper, but according to the Entertainment Software Association in 2019, 65% of adults play video games (almost half of which are female), the average gamer is 33 years old, and 63% of all gamers are playing with others at least one hour a week (“Essential Facts” 4, 5, 8). This means that the majority of …