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Articles 61 - 76 of 76
Full-Text Articles in Interactive Arts
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Articles
How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.
The case covered in this chapter is a mobile Augmented Reality …
Impact16 Transdisciplinary Symposium, Pact Zollverein, Essen Germany, Conor Mcgarrigle
Impact16 Transdisciplinary Symposium, Pact Zollverein, Essen Germany, Conor Mcgarrigle
Other resources
IMPACT16 is an encounter with HOOD, RYBN.ORG und FORMATIONS, three expert collectives whose diversified forms of cooperation and flexible working practices transcend disciplinary boundaries.
How and where do alternative realities come about both in and between different fields of knowledge? How can we productively uncover contradictory ›rift zones‹ in today’s world? What kind of frameworks for action can we cultivate?
Informed by multiple perspectives and practices in the arts, politics, technology, sociology, economics and science, the contributing collectives’ inquiries and strategies circumvent disciplinary limits and constraints and open up new spaces for thought and action.
The transdisciplinary symposium offers 30 …
The Year-Long Adventures Of The Blue Shoes & Their Friends, Michael R. Hill
The Year-Long Adventures Of The Blue Shoes & Their Friends, Michael R. Hill
Zea E-Books Collection
While participating in a Teacher Workshop organized by Georgina Valverde at the Art Institute of Chicago in 2013, Michael Hill began a one-year artistic and pedagogical odyssey making original images (always featuring some aspect of one or more athletic shoes) and posting them daily to a visual blog he created to help kick-start writing projects among the many student athletes he tutored at the University of Nebraska-Lincoln. He started the year self-identifying as “scholar/teacher,” but at year’s end Michael looked in the mirror and said, OK, still “scholar/ teacher,” but also “artist.” Here are the workshop organizer’s foreword, the scholar’s …
Digital Photography As Experience Artifact, Ryan V. Brennan
Digital Photography As Experience Artifact, Ryan V. Brennan
Theses and Dissertations
Through the screen interface, the boundary between personal and collective experience is being redefined both spatially and temporally. Here, memories are given independent mediated existence, taking form in digital photographic artifacts that can be communally shared and manipulated into a synthetic continuum.
The New Reflexivity: Puzzle Films, Found Footage, And Cinematic Narration In The Digital Age, Jordan Lavender-Smith
The New Reflexivity: Puzzle Films, Found Footage, And Cinematic Narration In The Digital Age, Jordan Lavender-Smith
Dissertations, Theses, and Capstone Projects
“The New Reflexivity” tracks two narrative styles of contemporary Hollywood production that have yet to be studied in tandem: the puzzle film and the found footage horror film. In early August 1999, near the end of what D.N. Rodowick refers to as “the summer of digital paranoia,” two films entered the wide-release U.S. theatrical marketplace and enjoyed surprisingly massive financial success, just as news of the “death of film” circulated widely. Though each might typically be classified as belonging to the horror genre, both the unreliable “puzzle film” The Sixth Sense and the fake-documentary “found footage film” The Blair Witch …
3d Scan Data For Selected Artifacts From Blackwater Draw National Historic Landmark (La3324), New Mexico, Usa, Robert Z. Selden Jr., George T. Crawford
3d Scan Data For Selected Artifacts From Blackwater Draw National Historic Landmark (La3324), New Mexico, Usa, Robert Z. Selden Jr., George T. Crawford
CRHR: Archaeology
Between February 8-11, 2016, selected artifacts from the Blackwater Draw National Historic Landmark (LA3324) were scanned in advance of a grant proposal to digitally aggregate the Clovis-era artifacts from the Clovis type site. These data were collected using a NextEngineHD running ScanStudioHD Pro, and were post-processed in Geomagic Design X 2016.0.1. All data associated with this project have been made publicly available (open access) and are accessible in Zenodo under a Creative Commons Attribution license, where they can be downloaded for use in additional projects and learning activities. These data have the capacity to augment a variety of research designs …
3d Scan Data For Caddo Ceramic Vessels From The George C. Davis Site (41ce19), Robert Z. Selden Jr.
3d Scan Data For Caddo Ceramic Vessels From The George C. Davis Site (41ce19), Robert Z. Selden Jr.
CRHR: Archaeology
On June 8, 2015, the intact and reconstructed vessels from the George C. Davis site (41CE19) were scanned (3D) in advance of an analysis of 3D geometric morphometrics. These data were collected using a Creaform GoSCAN50 running VXElements via the scanner direct control function in Geomagic Design X. All data associated with this project are available in Zenodo under a Creative Commons Attribution license, where they can be downloaded for use in additional projects. These data have the capacity to augment numerous research designs in the digital humanities and ceramic studies, as well as a wide range of comparative research …
Power To The People: A Comprehensive Look At Crowdsourcing Initiatives In Cultural Institutions, Danielle Pace
Power To The People: A Comprehensive Look At Crowdsourcing Initiatives In Cultural Institutions, Danielle Pace
Seton Hall University Dissertations and Theses (ETDs)
Today, crowdsourcing has become an integrative approach to completing projects using the help of the general populous. These projects aid museum staff by processing large quantities of data, which otherwise could not be completed due to time and/or staff restraints. Through crowdsourcing, cultural institutions have the ability to outsource these tasks to volunteers, who can complete them at much faster rates. Although staff members are needed to validate and supervise these projects, crowdsourcing remains a useful tool in increasing public interactions and project efficiency.
This thesis presents a thorough outline of what crowdsourcing is, how it is being utilized, and …
And Or Not – The System, The Body And Time, Brian Fay
And Or Not – The System, The Body And Time, Brian Fay
Articles
This catalogue text discusses artists and artworks featured in the exhibition BOOLEAN EXPRESSIONS: Contemporary Art and Mathematical Data, presented at The Lewis Glucksman Gallery, University College Cork, Ireland, 23 July – 8 November 2015. For an overview of the exhibition see the link https://vimeo.com/137620854
Locative Media As Remix, Conor Mcgarrigle
Locative Media As Remix, Conor Mcgarrigle
Books/Book Chapters
While data-driven art is not new, recent developments in technical, artistic, and social spheres have coalesced to produce new opportunities for artists and activists who remix data with space and place to form locationally specific political critiques of great power and flexibility.
New Challenges For The Archiving Of Digital Writing, Heiko Zimmermann
New Challenges For The Archiving Of Digital Writing, Heiko Zimmermann
CLCWeb: Comparative Literature and Culture
In his article "New Challenges for the Archiving of Digital Writing" Heiko Zimmermann discusses the challenges of the preservation of digital texts. In addition to the problems already at the focus of attention of digital archivists, there are elements in digital literature which need to be taken into consideration when trying to archive them. Zimmermann analyses two works of digital literature, the collaborative writing project A Million Penguins (2006-2007) and Renée Tuner's She… (2008) and shows how the ontology of these texts is bound to elements of performance, to direct social interaction of writers and readers to the uniquely subjective …
The Emergence Of Alife, P.D. Quick
The Emergence Of Alife, P.D. Quick
SWITCH
Interview with Kenneth E. Rinaldo, an artist who is on the Board of Directors of YLEM. Within this interview, many topics are covered, including artificial life, simulations, the meaning of art, spirituality, and television. The interview also goes into the personal work and life of Rinaldo, whose focus includes many of these subjects. Some of the more specific subjects include intelligence without consciousness, the combination of science and art, and Ken Rinaldo’s The Flock, an interactive A-Life sculpture.
Editor's Spot, Switch Staffs
Editor's Spot, Switch Staffs
SWITCH
In this article the Switch staff goes in to detail on the redesign of the journal's website for an issue on on artificial life . The new design xperiments with the way Switch looks and how a user can navigate throughout the articles. Lorretta Lange is introduced as the new editor. The authors answer questions about the differences between artificial life and artificial intelligence, highlighting how artificial life can consist of small modulating algorithms. For more on this topic, the article links to Rudy Rucker's related article.
Gnarled Defined, Rudy Rucker
Gnarled Defined, Rudy Rucker
SWITCH
The article is a reflection of the author’s conception of the term ‘gnarly’, extending the term’s meaning from its origins in California surfer slang. 'Gnarly' is often used in a colloquial context, however, the author believes that the term is able to be used in an academic field as it pertains to outcomes and results of equations. Discussions towards the application of the term 'gnarly' showcase how it can be used in a scientific, mathematical, and artistic context through seemingly random patterns. In order to be gnarly, things must lie and exist between the realm of orderly and chaotic often …
Vr Projects, P.D. Quick
Vr Projects, P.D. Quick
SWITCH
A description of three three projects having to do with virtual reality. The first is the Nanomanipulator, developed at the University of North Carolina Chapel Hill Department of Computer Science in conjunction with the UCLA Department of Chemistry in 1991. It is a machine that allows the user to interact with microscopic particles previously only visible in 2D from an electron microscope. The second project, The Augmented Reality Project, also developed at the Chapel Hill Department of Computer Science. This device used ultrasound images to be placed over a body allowing the user to see inside of it. The final …
Interview: Joel Slayton, Christine Laffer
Interview: Joel Slayton, Christine Laffer
SWITCH
Interview with Joel Slayton, Professor of Computers in Fine Art at San José State University, and Director of the CADRE Institute. Slayton discusses the history of the Cadre Institute and details his views on the relationship between art and new technology. Slayton describes the role of artists in exploring the possibilities and ethical implications of emerging technologies such as genetic engineering, nano-techology, robotics, and artificial life. He describes installations and in-progress work focused on ubiquitous video surveillance. The interview concludes with a discussion of Slayton’s use of the DoWhatDo model for artistic collaboration and of his piece "Conduits," presented in …