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Articles 391 - 420 of 528

Full-Text Articles in Digital Humanities

"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 …


The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou Jan 2017

The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou

Theses and Dissertations

Digital media are moldable spaces where an image is simultaneously a thought. This instance and flexibility enables digital existences to be malleable, transformative, situational, and unstable. They are plastic images. Video games generate digital bodies that are a fusion of subjectivities and cybernetic simulations, in a perceivable and ambiguous process. Such bodies are extensions of ourselves, being girlish, imperfect, unfinished and happening—digesting and emitting clusters of feelings, regardless of our biological gender and age. The performative experience of play is progressively departing from spectacle, gambling and competition, and increasingly shifting towards an emotional journey of alternate realities, spreading subjectivities into …


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.


Preservation First? Re-Viewing Film Digitization, Lauren Tilton Oct 2016

Preservation First? Re-Viewing Film Digitization, Lauren Tilton

Rhetoric and Communication Studies Faculty Publications

This article addresses the politics of film digitization by arguing that we should reconsider archival and preservation "best practices" that require film restoration. Instead, it advocates for digitizing films "as is," which, in turn, captures the film's current materiality (i.e., fading, scratches, and other facets that reveal age, wear, and use). Using the work of Luis Vale, one of the youth filmmakers from New York City's Lower East Side's Young Filmmaker Foundation's Film Club, as a case study, the article points to the importance of archiving and saving these youth films as part of a growing movement to look beyond …


Digital Photography As Experience Artifact, Ryan V. Brennan May 2016

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.


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 …


3d Scan Data For Selected Artifacts From Blackwater Draw National Historic Landmark (La3324), New Mexico, Usa, Robert Z. Selden Jr., George T. Crawford Jan 2016

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. Jan 2016

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 …


Materiality In Site Responsive Media Art, Daniel Dean, John W. Kim Jan 2016

Materiality In Site Responsive Media Art, Daniel Dean, John W. Kim

Art & Design Faculty Research

Daniel Dean and Ben Moren are both longtime contributors to MAW. Sharing an interest in experimental filmmaking, they formed Mobile Experiential Cinema (MEC) in 2011 for a Northern Spark commission to explore site-specific projection. They have subsequently collaborated on several works that explore comparable themes and ideologies. MEC makes use of the Mobile Broadcasting Unit developed by MAW as a platform for their own work, but Dean and Moren make significant changes to the outfit to facilitate their divergent approach to site-specific, responsive projection.

The last section highlighted how site was not a central concern in MAW’s public projections. It …


Handheld Art, Karen Heid Jan 2016

Handheld Art, Karen Heid

Digital Projects

Handheld Art is a virtual learning environment for the classroom, encouraging interdisciplinary study by merging art and the humanities for K-12 education.


The New Aesthetic And Art: Constellations Of The Postdigital, Scott Contreras-Koterbay, Łukasz Mirocha Jan 2016

The New Aesthetic And Art: Constellations Of The Postdigital, Scott Contreras-Koterbay, Łukasz Mirocha

ETSU Authors Bookshelf

The case for the new aesthetic -- Manifestations of the new aesthetic -- Glitch ontology and the new aesthetic -- Setting the stage : the new precursorsand boundaries for a new aesthetic art -- Letting go : new aesthetic artists and the new aesthetic art that works -- Teleology and the new aesthetic -- Conclusion -- References -- Biographies.

"The new aesthetic and art: constellations of the postdigital is an interdisciplinary analysis focusing on new digital phenomena at the intersections of theory andcontemporary art. Asserting the unique character of New Aesthetic objects, Contreras-Koterbay and Mirocha trace the origins of the …


Ingress Well-Played: City As Mmo, Elizabeth L. Lawley Jan 2016

Ingress Well-Played: City As Mmo, Elizabeth L. Lawley

Articles

This paper describes player experience for Ingress, a geo-local, mobile augmented reality game created by Google’s Niantic Labs. Ingress incorporates aspects of both pervasive, alternate reality (ARG) and massively multiplayer online (MMO) games. However, unlike many ARGs, Ingress is not focused on a specific time-limited period, or linked to a single real-world event or location. And unlike a typical MMO, play in Ingress is geo-spatially limited; players must be physically proximate to game elements in order to interact with them. Using game mechanics similar to those of many MMOs, Ingress provides for a range of gameplay, based both on …


The Half-Life & After-Life Of New Media, Nancy Austin Nov 2015

The Half-Life & After-Life Of New Media, Nancy Austin

Journal of Contemporary Archival Studies

It is fitting to think of the half-life of new media using the time-based metaphor of radioactive decay. As a metaphor, an object’s half-life can be a useful way to talk about the potent technological modernity of new media and, like Walter Benjamin’s well-known notion of the aura, call attention to an object’s performativity. However, Benjamin’s aura remains a constant reminder of irrevocable originality whereas remarking on half-life references a quality that changes over time. But what happens after the rhetorical impact of being new has run its course? What is the life expectancy of once-new media and what of …


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 …


Talking To Boxes, Hugging Robots, Vita Eruhimovitz May 2015

Talking To Boxes, Hugging Robots, Vita Eruhimovitz

Graduate School of Art Theses

Relationships between humans and technology are at the core of my artistic research. Human-machine communication is defined by the technological level of the machines, but even more so by the way they are perceived by humans. Concepts of artificial life and artificial intelligence gradually have become part of the everyday life of growing numbers of people, and while there is an ongoing effort to design an increasingly anthropocentric technology, our minds also adapt to the new technological reality. Through immersive installations and sculptural objects my practice explores this reality. My artwork is designed to communicate with and stimulate the viewers, …


Design, Programming, And User-Experience, Kaila G. Manca May 2015

Design, Programming, And User-Experience, Kaila G. Manca

Honors Scholar Theses

This thesis is a culmination of my individualized major in Human-Computer Interaction. As such, it showcases my knowledge of design, computer engineering, user-experience research, and puts into practice my background in psychology, com- munications, and neuroscience.

I provided full-service design and development for a web application to be used by the Digital Media and Design Department and their students.This process involved several iterations of user-experience research, testing, concepting, branding and strategy, ideation, and design. It lead to two products.

The first product is full-scale development and optimization of the web appli- cation.The web application adheres to best practices. It was …


Power To The People: A Comprehensive Look At Crowdsourcing Initiatives In Cultural Institutions, Danielle Pace May 2015

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 …


Piloting Interactive Exhibits In The Academic Research Library, Erin Fletcher, Meris Madernach, Arnab Nandi, Alex Oliszewski Apr 2015

Piloting Interactive Exhibits In The Academic Research Library, Erin Fletcher, Meris Madernach, Arnab Nandi, Alex Oliszewski

ASIS&T Student Chapter Events Archive

Presentation by Erin Fletcher, Meris Mandernach, Arnab Nandi, and Alex Oliszewski at the Symposium on Information and Technology in the Arts and Humanities (April 22 & 23, 2015). The Symposium was sponsored by the Special Interest Groups for the Arts and Humanities (SIG AH) and Visualization, Images, and Sound (SIG VIS) of the Association for Information Science and Technology (ASIS&T).

All of the Symposium recordings can be viewed at: https://www.youtube.com/playlist?list=PL2v-vQy9W5DePg7QSKABGmuVzCXpVkeTh

Slides can be downloaded from: http://figshare.com/authors/Symposium_on_Information_and_technolology_in_the_arts_and_humanities/740215

Erin Fletcher is the Exhibits Coordinator at The Ohio State University Libraries. She entered the world of academic libraries from a background in contemporary …


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 …


And Or Not – The System, The Body And Time, Brian Fay Jan 2015

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


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.


Using Photogrammetry To Document, Analyze, And Reverse-Engineer Grave Markers, Robert Z. Selden Jr. Jan 2015

Using Photogrammetry To Document, Analyze, And Reverse-Engineer Grave Markers, Robert Z. Selden Jr.

CRHR: Archaeology

There are a wide range of applications for three-dimensional (3D) data in archaeology, and a diverse array of methods for collecting and analyzing those data. In this article, free 3D photogrammetry software (Autodesk 123D Catch) is used to document a series of grave markers. The data are subsequently exported to Geomagic Design X to demonstrate and briefly discuss the various potential analyses that might be used to illustrate the effects of preservation treatments and marker degradation through time. Further, one marker is reverse-engineered, illustrating the capacity of 3D modeling to expedite the process of design, should elements warrant replacement. Additional …