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Articles 361 - 390 of 528
Full-Text Articles in Digital Humanities
The Vanishing Line, Jacopo Mazzoni
The Vanishing Line, Jacopo Mazzoni
Graduate School of Art Theses
This thesis is an exploratory effort to bridge the rift that political and monetary powers created between art and technology. In my practice, these socio-political motivations are exposed through the creation of non-utilitarian inventions that use different technologies as charged metaphors. I research mass media language and construct interactive pieces while borrowing strategies from the entertainment industry to make environmental, social, and political issues more palatable than documentary films or raw data could. In my work, technology is regarded as a semidivine entity with supernatural powers that can both elevate and reduce the human experience. My work functions differently according …
Sculpting Fantasy Realism Creatures Of The Desert, Peter Eisenbrey
Sculpting Fantasy Realism Creatures Of The Desert, Peter Eisenbrey
Undergraduate Honors Theses
Creature design and sculpture is about representing life with three dimensions. To begin designing a creature, the process begins by looking at real life. Studies of existing wildlife and anatomy reference provided the foundation for the creation process. The goal of this project was to study creature design and attempt creating feasible results. The background and location origin of these creatures are based on the environmental location of Arizona. The goal was creating and rendering four creatures with the attempt of achieving fantasy realism.
Creative Micro-Entrepreneurship In Practice: Exploring Digital Tools For Small Creative Businesses, Olivia Messina
Creative Micro-Entrepreneurship In Practice: Exploring Digital Tools For Small Creative Businesses, Olivia Messina
Honors Scholar Theses
For the scope of this thesis, my focus is on independently owned businesses
run by “creative micro-entrepreneurs.” I’m using this term, coined by the digital
selling platform Etsy, to encompass artists, craftspeople, and others who sell artistic
goods and services they have made themselves. In addition to being part of this
community personally, I also think that it is important for these small businesses to
have the resources they need to thrive in our rapidly changing economy. Selling
online, clothing & accessories businesses, and cooking & baking businesses are
among the top 5 “side hustles” for Millennials, making creative small …
A Sumitography: A Listing Of Postage Stamps Celebrating Contributions To Civil And Human Rights By Martin Luther King Jr. And Associates, Lillie R. Jenkins
A Sumitography: A Listing Of Postage Stamps Celebrating Contributions To Civil And Human Rights By Martin Luther King Jr. And Associates, Lillie R. Jenkins
Perkins Faculty Research and Special Events
This "sumitography" (from Latin "sumit" means postage stamp) is a listing of postage stamps celebrating contributions to civil right and human rights by Martin Luther King Jr. and associates. In addition to USA postage stamps, this listing includes stamps from other nations, including Cuba, Ghana, Sweden, Turks & Caicos Islands, and others. Also included are postage stamps honoring King associates--in the struggle for civil and human rights, Mohandas K. Gandi, Rosa Partks, A. Philp Randolph, and Malcolm X.
Modern American Cover Art: The Great Gatsby Through Time, Jessica Harrell
Modern American Cover Art: The Great Gatsby Through Time, Jessica Harrell
Senior Theses
Book jackets and cover art are, more than anything, an advertising tool used to attract consumers, promote book sales, and establish company identity. F. Scott Fitzgerald’s The Great Gatsby is a staple in the canon of American literature whose cover art has drastically transformed in the ninety years since its original publication. This thesis traces these changes over time, focusing specifically on publishing history, art history, American culture, and thematic interpretations. In doing so, I found that the most substantial influences on these covers were publishing house identity, design trends, and available artistic techniques. Ultimately, The Great Gatsby’s cover …
Alternative Futures: The Creative Reconsideration Of Fashion Objects, Kathryn Roberts
Alternative Futures: The Creative Reconsideration Of Fashion Objects, Kathryn Roberts
Dissertations, Theses, and Capstone Projects
This project is the beginning of what I intend to be a larger, evolving work that seeks to marry the theoretical with the practical when considering fashion objects that have “served their purpose”. The object at the project’s focal point: a worn out pair of blue jeans. My particular focus on jeans is based on the fact that they, alongside the t-shirt, are one of the most ubiquitous and commonly owned pieces of clothing for people all over the world. This wardrobe staple transcends age, race, and class, as it occupies an iconic status that has made them invulnerable to …
The Bronx Was Brewing: A Digital Resource Of A Lost Industry, Michelle Zimmer
The Bronx Was Brewing: A Digital Resource Of A Lost Industry, Michelle Zimmer
Dissertations, Theses, and Capstone Projects
The Bronx: a bucolic oasis laden with history, a suburb within city-limits, an urban warzone, and thanks to the recent renaissance, a phoenix of progress rising from the proverbial ashes of the fires that burned through the borough in the 1970’s. But many people are unaware that the Bronx also brewed.
Uncovering the brewing industry of the Bronx tells not only the story of the lost industry, but it also communicates the narrative of the development of the Bronx. The brewers were German immigrants who developed a thriving industry by introducing lager beer to the United States by taking advantage …
Exploring The Knoedler Gallery's Premium Picture Market, 1872-1934, Robert Jensen
Exploring The Knoedler Gallery's Premium Picture Market, 1872-1934, Robert Jensen
Art and Visual Studies Presentations
This paper was first delivered at the conference Art Dealers, America and the International Art Market, 1880-1930 sponsored by the Getty Research Institute, The Getty, Los Angeles, CA, January 2018. The essay is based on research conducted at the GRI Special Collections’s archival holdings of materials belonging to the New York art gallery M. Knoedler & Co. The paper outlines a quantitative methodology for approaching the Getty’s data set, which was created through the transcription of Knoedler’s 11 painting stock books covering the gallery’s operations from 1872 to its closing in 1970. The paper explores the advantages of concentrating on …
Augmented Interventions: Re-Defining Urban Interventions With Ar And Open Data, Conor Mcgarrigle
Augmented Interventions: Re-Defining Urban Interventions With Ar And Open Data, Conor Mcgarrigle
Books/Book Chapters
This chapter proposes that augmented reality art and open data offer the potential for a redefinition of urban interventionist art practices.
Data has emerged as a significant force in contemporary networked culture from the commercial commodification of online presence as practised by internet giants Facebook and Google to the 2013 revelations of the unprecedented scale of the US Government’s data collection regime carried out by the NSA (Gellman and Piotras, U.S., British intelligence mining data from nine U.S. Internet companies in broad secret program, http://www.washingtonpost.com/investigations/us-intelligence-mining-data-from-nine-us- internet-companies-in-broad-secret-program/2013/06/06/3a0c0da8-cebf-11e2-8845- d970ccb04497_story.html, 2013). Big data and its effective deployment is seen as essential to the …
Catastrophe Bonds: An Interview With Oliver Ressler, Brandon Bauer, Oliver P. Ressler
Catastrophe Bonds: An Interview With Oliver Ressler, Brandon Bauer, Oliver P. Ressler
Faculty Creative and Scholarly Works
An Interview with Brandon Bauer and Oliver Ressler on the occasion of his exhibition at St. Norbert College and the University of Wisconsin - Green Bay: "Catastrophe Bonds", the first survey of Oliver Ressler‘s work in the United States. The exhibition focuses on forms of grassroots democracy as well as economic and political alternatives to the existing state of global affairs. This interview was published in the book that accompanied the exhibition.
Under The Influence: An Interdisciplinary Approach To Psychedelics, Jody Roun
Under The Influence: An Interdisciplinary Approach To Psychedelics, Jody Roun
Master of Liberal Studies Theses
The following research will outline the effects of psychedelics from an interdisciplinary approach, which is to say that I will explore the neuroscience behind psychedelic drugs and how it relates to creativity, as a primary focus, while examining the role of additional points included along the way. The goal of this research, is to gain a deeper understanding of psychedelics and truly decipher what it means to be under the influence, as the most important goal of this human existence is to achieve understanding. The aforementioned is a point that great minds like Albert Einstein and Humphry Osmond impressed on …
Intersection Of Art And Science Ii, Petronio Bendito, Tim Korb
Intersection Of Art And Science Ii, 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: Manuel Baez, Sarah Berube, Robert Bosch, Sage Jenson, Jean-Marc Castera, Marc Chamberland, Marion Chamberland, Laura De Decker, Bathsheba Grossman, Colin Liotta, Vincent J. Matsko, Kerry Mitchell, Janna Schimka, Rolf Schmuck, and Markus Schwehm. The exhibition was curated …
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Articles
This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to …
Good Game, Greyory Blake
Good Game, Greyory Blake
Theses and Dissertations
This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic …
Consuming Digital Debris In The Plasticene, Stephen R. Parks
Consuming Digital Debris In The Plasticene, Stephen R. Parks
Theses and Dissertations
Claims of customization and control by socio-technical industries are altering the role of consumer and producer. These narratives are often misleading attempts to engage consumers with new forms of technology. By addressing capitalist intent, material, and the reproduction limits of 3-D printed objects’, I observe the aspirational promise of becoming a producer of my own belongings through new networks of production. I am interested in gaining a better understanding of the data consumed that perpetuates hyper-consumptive tendencies for new technological apparatuses. My role as a designer focuses on the resolution of not only the surface of the object through 3-D …
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.
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 …
Between Nodes And Edges: Possibilities And Limits Of Network Analysis In Art History, Miriam Kienle
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 …
Stereotypes: What We Perceive Vs Actuality, Ricder Ricardo
Stereotypes: What We Perceive Vs Actuality, Ricder Ricardo
DHI Digital Projects Showcase
Stereotypes: What We Perceive Vs Actuality
Its important to bring awareness to the different minorities that are being affect by today’s turmoil that is our government system. We need work that exposes what we stand for as young artists without the modesty or fear of being direct, aggressive, or explicit. We need to make our voices be heard and enlarge the number of people who care about human rights and diversity.
Sonifying Hamlet, Ashleigh Cassemere-Stanfield
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
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
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
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
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
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 …
Friends Of Musselman Library Newsletter Spring 2017, Musselman Library
Friends Of Musselman Library Newsletter Spring 2017, Musselman Library
Friends of Musselman Library Newsletter
From the Dean (Robin Wagner)
Library News
- "You do not have a minute to lose!"
- New Homes for Old Books
- Wikipedia Edit-a-thon (Melanie Fernandes '16)
- Share a Table (Sarah Nelson '17)
- A Note of Sadness (Jay P. Brown '51)
- Not Lost in Translation
Half a Million Downloads from The Cupola! (Janelle Wertzberger)
Revisit The Mercury
Mercury Stories of Note (Jerry Spinelli '63)
More Early College Publications Online
The Spectrum of Art
First German Print of the Declaration of Independence (Daniel DeNicola)
Hidden Beneath: Watermarks in the Early American Document Collection (Tyler Black '17)
Archaeological Students Dig Special Collections
Research Reflections …
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.
Networks Of Collaboration And Creation In Latin American Digital Literature, Carolina Gainza
Networks Of Collaboration And Creation In Latin American Digital Literature, Carolina Gainza
CLCWeb: Comparative Literature and Culture
In her article "Networks of Collaboration and Creation in Latin American Digital Literature" Carolina Gainza examines how production and reception of literature have been affected by digital technology, with special emphasis on issues related to Latin American digital literature. Gainza analyzes Jaime Alejandro Rodriguez's Narratopedia, Doménico Chiappe's La Huella de Cosmos, and Leonardo Valencia's and Eugenio Tiselli's El Libro Flotante in order to highlight collective practices of creation involved in digital productions. Through the discussion of these issues, Gainza offers an overview of ongoing changes wrought by digital technology in contemporary Latin American digital culture.
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 …