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Articles 181 - 210 of 300

Full-Text Articles in Interdisciplinary Arts and Media

Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten Dec 2017

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 …


Between Nodes And Edges: Possibilities And Limits Of Network Analysis In Art History, Miriam Kienle Nov 2017

Between Nodes And Edges: Possibilities And Limits Of Network Analysis In Art History, Miriam Kienle

Artl@s Bulletin

This article examines a number of prominent network analysis projects in the field of art history and explores the unique promises and problems that this increasingly significant mode of analysis presents to the discipline. By bringing together projects that conceptualize art historical networks in different ways, it demonstrates how established theories and methods of art history—such as feminist and postcolonial theory—may be productively used in conjunction with quantitative/computational approaches to art historical analysis. It argues that quantitative analysis of art and its networks can expand the qualitative approaches that have traditionally defined the field, particularly if theorizing is not positioned …


Sonifying Hamlet, Ashleigh Cassemere-Stanfield Sep 2017

Sonifying Hamlet, Ashleigh Cassemere-Stanfield

Dissertations, Theses, and Capstone Projects

Sonifying Hamlet uses data-mining techniques and algorithmic composition to read Shakespeare's Hamlet through sound. In so doing, it attends to pre-semantic, textual data that is only visible when one steps back from reading for narrative and instead focuses on formal details that, being individually small, but collectively numerous, are more visible to computational sorting than they are to human eyes that have been trained to look for broad semantic content. This use of algorithmically generated sound to reconstruct textual data continues the western trend towards ubiquitous quantification, while also challenging that trend's underlying assumption that reality is reducible to fully …


Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon Aug 2017

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 …


Iot Based Recipes For Enabling Senior Citizens: Stakeholders Views On How Integration Of Iot And Web Services Can Enhance Well-Being And Inclusion Of Older People, Matteo Zallio, Damon Berry, John Mcgrory Jul 2017

Iot Based Recipes For Enabling Senior Citizens: Stakeholders Views On How Integration Of Iot And Web Services Can Enhance Well-Being And Inclusion Of Older People, Matteo Zallio, Damon Berry, John Mcgrory

Conference papers

The main body of research clearly highlights the world’s population is rapidly expanding. When this fact is combined with the increase in life longevity due to medical and social advances it alters the demographic balance in relation to age. Hence, the number of people aged 65 and over is constantly increasing. The potential of Smart Technologies and IoT-based devices to improve health has increased rapidly in the last few years and users are now in a position to contribute to the development of the interaction process and need to be properly trained on benefits of using new technologies. IFTTT (If …


Selected Readings On Augmented Reality, Ekphrasis, And Michael Field, Robert P. Fletcher May 2017

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.


Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb May 2017

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 …


Literacy Revolution: How The New Tools Of Communication Change The Stories We Tell, Molly Gamble May 2017

Literacy Revolution: How The New Tools Of Communication Change The Stories We Tell, Molly Gamble

Dissertations, Masters Theses, Capstones, and Culminating Projects

The transmission of culture depends upon every generation reconsidering what it means to be literate. The way we consider ourselves to be a literate species is changing, which puts us at a unique turning point in human history. Verbal literacy, or the ability to read and write, is slowly being replaced by visual literacy as a primary tool for human communication. As a culture, we tend to underestimate the creative ferment of our increasingly visual world. The linear, structured pathways of traditional literacy are shifting towards a creative and participatory pursuit of unstructured information that emphasize dimensional thinking. The acceleration …


Sight And Song Augmented, Robert P. Fletcher Apr 2017

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.


Open Works: Between The Programmed And The Free, Art In Italy 1962 To 1972, Lindsay A. Caplan Feb 2017

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 …


"La Dolce Vita" Today: Fashion And Media, Nicola Certo Feb 2017

"La Dolce Vita" Today: Fashion And Media, Nicola Certo

Dissertations, Theses, and Capstone Projects

Federico Fellini’s La Dolce Vita is a cinematic masterpiece that has inspired nationally and internationally generations of creative people and artists because of the extent of its themes and because of the mastery in the choice of its costumes. The actuality of the director’s criticism towards the decadent society of his years, the originality of his stylistic choices, and his sophisticated taste for beauty and fashion, brought him to influence media and contemporary fashion then and now. There are numerous examples of television commercials that Fellini directs and produces for purely commercial purposes. They are all critique of his society, …


Tandem 2.0: Image And Text Data Generation Application, Christopher J. Vitale Feb 2017

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 …


Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt Jan 2017

Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.

The first game in the series is a strategy game called Lost & …


Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb Jan 2017

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 Nov 2016

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 Oct 2016

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 …


The Consequences Of Narrative, Kylie Mosbacher Oct 2016

The Consequences Of Narrative, Kylie Mosbacher

IdeaFest: Interdisciplinary Journal of Creative Works and Research from Cal Poly Humboldt

No abstract provided.


Seeking Solace: Regret, Grief, Anxiety, Rebecca Schroeder Mar 2016

Seeking Solace: Regret, Grief, Anxiety, Rebecca Schroeder

Honors Projects

Seeking Solace: Regret, Grief, Anxiety is a triptych video and artifact piece inspired by the abstract analysis of my dreams. It recognizes worries held within my subconscious and brings them to life through graphic design, photography, and video. The process of creating provides a new perspective of looking at both art and occupational therapy as methods of solving emotional distress.

I have recorded over 80 of my dreams in the past year. In these dreams, regret, grief, and anxiety are common themes. These themes are represented in three triptychs that cycle through past, present, and future problems. The cycling of …


The New Reflexivity: Puzzle Films, Found Footage, And Cinematic Narration In The Digital Age, Jordan Lavender-Smith Feb 2016

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 …


Engaging Many Minds: Nurturing Collaboration In A Steam Context, Mark Dzula Sep 2015

Engaging Many Minds: Nurturing Collaboration In A Steam Context, Mark Dzula

The Transdisciplinary STEAM+ Journal

This field note describes a recent interdisciplinary project facilitated by Jeremy Gercke, an art teacher at the Bishop's School in La Jolla, California. The project creates ceramic tile markers for flora around the Bishop's School campus. The markers feature QR codes linking to websites populated with student content, including: drawings, information, and oral histories. In this project, Mr. Gercke synthesizes his interests as an artist; maximizes his social connections to mentors, peers and students; and bridges disciplines to create opportunities for interdisciplinary (STEAM) inquiry.


Prancing Shadow Connecting Worlds, Tiffany D. Randle Sep 2015

Prancing Shadow Connecting Worlds, Tiffany D. Randle

The Transdisciplinary STEAM+ Journal

The practice of being conscious about the environment and how shadows, light, and movement create an intellectual space for different interpretations allows the viewer to make their own associations. Concrete, the ground that people of different shades walk on, to one person can look and seem like an ethereal and unknown environment, but to another may seem like a moving body of liquid. When artists stop and look at the simple things such a concrete, and water, or passersby they can capture a moment in time that transcends the mundane and suddenly the artist is in a position to present …


Digital Expressionism And Christopher Wheeldon’S Alice’S Adventures In Wonderland: What Contemporary Choreographers Can Learn From Early Twentieth-Century Modernism, Kelly Oden Apr 2015

Digital Expressionism And Christopher Wheeldon’S Alice’S Adventures In Wonderland: What Contemporary Choreographers Can Learn From Early Twentieth-Century Modernism, Kelly Oden

Butler Journal of Undergraduate Research

How can classical ballet adapt to a world that is in an ever more rapid state of flux? By uncovering an example of the kind of interdisciplinary artistic collaboration that contributed to the thriving artistic environment of the early twentieth century, a model for artistic success emerges. By examining modernism and Sergei Diaghilev’s Ballets Russes in relation to Christopher Wheeldon’s groundbreaking 2011 ballet Alice’s Adventures in Wonderland, a correlation between the success of the Ballets Russes and the success of Wheeldon is exposed. I argue that by applying the modernist practice of interdisciplinary interaction to his own productions, Wheeldon …


Tarl_41ce19_424-21, Robert Z. Selden Jr. Jan 2015

Tarl_41ce19_424-21, Robert Z. Selden Jr.

CRHR: Archaeology

Three-dimensional (3D) model of a Caddo burial vessel (TARL_41CE19_424-21) from Caddo Mounds SHS (41CE19) curated at the Texas Archeological Research Laboratory.


Tarl_41ce19_2006-4-84, Robert Z. Selden Jr. Jan 2015

Tarl_41ce19_2006-4-84, Robert Z. Selden Jr.

CRHR: Archaeology

Three-dimensional (3D) model of a Caddo burial vessel (TARL_41CE19_2006-4-84) from Caddo Mounds SHS (41CE19) curated at the Texas Archeological Research Laboratory.


Locative Media As Remix, Conor Mcgarrigle Jan 2015

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.


G.A.M.E.: A Hypermedia Edition Of James Mcneill Whistler’S The Gentle Art Of Making Enemies, Amy Colombo Jan 2015

G.A.M.E.: A Hypermedia Edition Of James Mcneill Whistler’S The Gentle Art Of Making Enemies, Amy Colombo

Theses and Dissertations

This dissertation, G.A.M.E., refashions James McNeill Whistler’s book, The Gentle Art of Making Enemies, into a hypermediated facsimile text and archive. By remediating the text, the socio-historical context of the Victorian time period in which Whistler lived is reestablished, making his book more accessible to twenty-first century audiences. The era studied in this dissertation includes the expansion of the idea of celebrity, the power of the press, and the concept of art for art’s sake from 1863 through 1892. In order to showcase these concepts, archival materials, such as personal correspondence, newspaper clippings, and published pamphlets, from this period were …


Intersection Of Art And Science, Petronio Bendito, Tim Korb Jan 2015

Intersection Of Art And Science, Petronio Bendito, Tim Korb

Lawson Building Exhibitions on the Intersection of Art and Science

The Intersection of Art and Science exhibition is an interdisciplinary educational project that examines a wide range of expressive approaches explored by international artists working at the intersection of art, mathematics, computer science, and technology. It is a joint collaboration between the Department of Computer Science and the Patti and Rusty Rueff School of Visual and Performing Arts at Purdue University. Featured artists: Sergio Albiac, Anne Burns, Conan Chadbourne, Hans Dehlinger, Brian Evans, Richard Hassell, Patrick Bingham-Hall, John Arden Hiigli, So Yoon Lym, Gabriel Meyer, and Robert M. Spann. The exhibition was curated by Dr. Petronio Bendito and Dr. Tim …


Avatar, Cyborg, Icevorg: Simulacra’S Scion, Guido E. Alvarez Jan 2015

Avatar, Cyborg, Icevorg: Simulacra’S Scion, Guido E. Alvarez

Theses and Dissertations

I propose a theoretical framework that describes how avatars incorporate media as an inherent part of their nature and find a hosting body in cyborgs to navigate and spawn in media. I propose the birth of a new scion that combines avatar, medium and cyborg into a conceptual being that I call “ICEVORG.”

The ICEVORG expands beyond representation into the actual physical world by means of media transgression—more specifically, by the use of the Strange Loop also known as Metalepsis ICEVORG find an effective soil to thrive and interrogate our ideas of reality by means of iteration, expansion, fragmentation and …


The Advertising Toolbox: Principles Synthesized And Simplified, Rachael Fusting Oct 2014

The Advertising Toolbox: Principles Synthesized And Simplified, Rachael Fusting

Mahurin Honors College Capstone Experience/Thesis Projects

This paper is a supplementary text to Duct Tape Advertising: The Quick Fix Solution to Your Promotion Problems. It serves to further cite the sources of the guide’s claims and elaborate on their importance to the field of advertising. Reasons for the creation and design of the guide are analyzed and justified.


Ghosts Of The Horseshoe, Heidi Rae Cooley, Richard Walker, Duncan Buell Jan 2014

Ghosts Of The Horseshoe, Heidi Rae Cooley, Richard Walker, Duncan Buell

Digital Projects

Ghosts of the Horseshoe (Ghosts) is a mobile interactive application that endeavors to bring into view--literally, on mobile micro screens (iPads and iPhones at present)--the largely unknown history of slavery at South Carolina College. It deploys game mechanics (i.e., ludic methods), as well as Augmented Reality (AR) and GPS functionality to generate awareness of and questioning about what otherwise seems ordinary: a grassy space at the center of a university campus. It organizes content into distinct but overlapping themes: (1) architectural ghosts (e.g., razed outbuildings); (2) human ghosts (e.g., un/named enslaved persons); and (3) the historic Wall delimiting the Horseshoe …