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Interdisciplinary Arts and Media

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Articles 211 - 240 of 434

Full-Text Articles in Film and Media Studies

How To Be The Perfect Asian Wife!, Sophia Hill Apr 2018

How To Be The Perfect Asian Wife!, Sophia Hill

Art and Art History Honors Projects

“How to be the Perfect Asian Wife” critiques exploitative power systems that assault female bodies of color in intersectional ways. This work explores strategies of healing and resistance through inserting one’s own narrative of flourishing rather than surviving, while reflecting violent realities. Three large drawings mimic pervasive advertisement language and presentation reflecting the oppressive strategies used to contain women of color. Created with charcoal, watercolor, and ink, these 'advertisements' contrast with an interactive rice bag filled with comics of my everyday experiences. These documentations compel viewers to reflect on their own participation in systems of power.


In-Between: The Spaces Of Modernity, Elisa Fabris Valenti Apr 2018

In-Between: The Spaces Of Modernity, Elisa Fabris Valenti

LSU Master's Theses

During the past three years as a graduate student, I have experienced loneliness. Having recently emigrated from Italy, I have often asked myself why I am experiencing such hard times adjusting to a different country. My thesis explores this question. Referring to Marc Augé’s idea of non-place, I have chosen a geographical and spatial starting point to approach my work. Italian cities are built around the central piazza where social, political, and economic life revolves. In my thesis, I depict American spaces that lack specific location and create solitude within the urban corridors. Private feelings, such as loneliness, are paradoxes …


Catastrophe Bonds: An Interview With Oliver Ressler, Brandon Bauer, Oliver P. Ressler Jan 2018

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.


Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb Jan 2018

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 …


In Media Res, Christopher Andrew Sisk Jan 2018

In Media Res, Christopher Andrew Sisk

Theses and Dissertations

We are inundated by a constant feed of media that responds and adapts in real time to the impulses of our psyches and the dimensions of our devices. Beneath the surface, this stream of information is directed by hidden, automated controls and steered by political agendas. The transmission of information has evolved into a spiral of entropy, and the boundaries between author, content, platform, and receiver have blurred. This reductive space of responsive media is a catalyst for immense political and cultural change, causing us to question our notions of authority, truth, and reality.


Like Me: Generation Z, Instagram, And Self-Branding Practices, Emily Longley Jan 2018

Like Me: Generation Z, Instagram, And Self-Branding Practices, Emily Longley

Scripps Senior Theses

The newest generation, raised and immersed in today's hyper-consumer culture, has learned to define the self within a neoliberal and capitalist framework in which self-branding and ascribing to hegemonic principles appears imperative to one’s personal success.


My Eyes Due See, Johannes J. Barfield Jan 2018

My Eyes Due See, Johannes J. Barfield

Theses and Dissertations

My Eyes Due See is a multidimensional examination of the “black experience” in America. The installation is composed of a single-channel video, a music composition that utilizes music samples and live instrumentation, and sculptures made up of car parts and broomsedge grass. Each of these elements arranged in space share a nuanced and complicated view of blackness through the lens of a black man decoding personal history and American history simultaneously. Autonomy is the overarching theme throughout the work as it pertains to race, identity, urban and rural environments, and the relationship between generational trauma and nostalgia.


Good Game, Greyory Blake Jan 2018

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 …


The Mall: A World-Building Speculation On The Future Of Privacy, Hazem Asif Jan 2018

The Mall: A World-Building Speculation On The Future Of Privacy, Hazem Asif

Theses and Dissertations

This thesis is a science fiction exploration of a future dystopian world where privacy becomes a dominant currency that is distributed according to social class and ranking mechanisms. It utilizes speculative world-building to study the unanticipated implications of technology on personal privacy, surveillance and social inequality on future societies. The project introduces The Mall, as a highly efficient and hyper-connected world, but also exposes its downfall as a society with heightened cultural and socio-political disparities. Inspired by past civilizations, the development of the modern nation-state as well as contemporary society, the design adapts, appropriates and reformulates existing cultures into new …


Laminated Paint, Travis R. Austin Jan 2018

Laminated Paint, Travis R. Austin

Theses and Dissertations

Though we may not perceive it, we are surrounded by material-in-flux. Inert materials degrade and the events that comprise our natural and social environments causally thread into a duration that unifies us in our incomprehension. Sounds reveal ever-present vibrations of the landscape: expressions of the flexuous ground on which we stand.


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb Dec 2017

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.


Stay Woke, Langston A. Williams Dec 2017

Stay Woke, Langston A. Williams

LSU New Orleans Theses and Dissertations

Throughout the pages of my thesis, I comprehensively analyze the processes, intentions, and production of my thesis film Stay Woke. My examination will exhaustively probe every stage of the film from development to preproduction to production to postproduction and beyond. Individual aspects of this process including writing, casting, locations, production design, cinematography, directing, budgeting, scheduling, and postproduction workflows will be detailed. As I make elaborations in each section, I will explain my learning experiences from each day’s new tasks, challenges, and lessons. All of these things will be framed with regards to the overall goal and themes of the …


East, West And In-Between; Pass It On, Kam Fung, Sita Wong Dec 2017

East, West And In-Between; Pass It On, Kam Fung, Sita Wong

Artists-in-Residence Programme : Exhibition Catalogues

East, West and In-Between

If art is a reflection of the creator, then Wong’s work is a visual collage of influences from East and West. She is interested in creating works where, within one piece, both cultures converse with one another not only through their traditions of material, form and craftsmanship, but also through their original cultural contexts. Her current work elaborates the local culture and craft traditions of Chinese pottery with a modernist and contemporary sense of design.

Pass It On

Clay, a material full of possibilities, is best to describe a class of uninitiated ceramics learners in the …


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 …


Heavy Ink: A Documentary On The Comicbook Revolution, Renzo Adler Sep 2017

Heavy Ink: A Documentary On The Comicbook Revolution, Renzo Adler

Dissertations, Theses, and Capstone Projects

Heavy Ink is a documentary short focusing on the comic anthology magazine, Heavy Metal, examining its history as both a standout comic magazine, and how it fits into the larger tradition of comic books. What started off in 1977 as a sci-fi offshoot of National Lampoon ushered in a new era of comics by bridging the gap between American and European comic sensibilities with a talent pool from all over the world.

Heavy Metal would go on to have reverberations beyond comics into music, movies, and the global entertainment landscape of today. Heavy Metal introduced the world to artists such …


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 …


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.


The Blue That Blew Bloo, Daniel Ray Martinez May 2017

The Blue That Blew Bloo, Daniel Ray Martinez

Art Theses and Dissertations

My work is a combination of videos, objects, and performances with a multidisciplinary practice that engages with the formal language of sculpture, photography, video/cinema, and drawing while being in dialogue with concepts and concerns about the image, the surface, and the space of representation. I am interested in the poetics and phenomenology of life; and the way one interacts in an environment; and the way digital/virtual media has shifted our experiences in life. Rethinking the way one finds boredom to get away from virtual capitalist spaces is a concern for me. I find inspiration in the wandering through spaces. I …


Creatures Of Play, Melissa Shelton May 2017

Creatures Of Play, Melissa Shelton

Graduate School of Art Theses

This thesis explores my practice as an artist and my work’s cultural, theoretical and social contexts, such carnival theory, feminist studies and film studies, as well as references to mythology and my own biography. I discuss forms of representation of gendered identities through my work in drawing, performance, animation, video and installation.

The masks we wear become as real as our bare face. Through the act of doubling the representation, my thesis work BECOMING/a fine line situates the mask as the mediator between reflections, mirroring the identity and the notion of performativity. Embracing a certain incompleteness and embodying the theoretical …


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 …


Nips Of Clairvoyance, Samantha Valdez May 2017

Nips Of Clairvoyance, Samantha Valdez

Graduate Theses

My thesis statement describes the fundamental elements of inspiration, along with the artistic references for my thesis body of work. It revisits memories, and explores the symbolic significance of bodily action, form, material and composition, as a means to expose the relationship between object and memory. The thesis exhibition, Nips of Clairvoyance, consists of an installation of a triptych of videos of performances that depict the complexity and pain of an abusive relationship. Adjacent to the videos are three sculptures that consist, of glass cylinders filled with personal objects embedded inside and placed on top of slabs of soap. While …


Man/Boy., Nick Hartman May 2017

Man/Boy., Nick Hartman

Electronic Theses and Dissertations

Verisimilitude, or the appearance of being true, is a concept I turn upside down; relating it to a guise I wear as a contemporary male in a society dictated by learned social behavior and gender norms. Cultural iconography and expected gender norms are tropes I confront within my artwork. Drawings of seemingly everyday objects act as meditations or a fetishized repetition of supposed unobtainable objects and ideals that deal with masculine societal norms. Manliness, machismo, masculinity… it is all a culturally learned and expected pose placed on all men. Coming to the realization that I do not necessarily fit …


Automation In Entertainment: Concept, Design, And Application, Ryan Thally May 2017

Automation In Entertainment: Concept, Design, And Application, Ryan Thally

Undergraduate Honors Theses

The focus of this thesis is to explore the automation technology used in the modern entertainment industry. Upon completion of my thesis, I will deliver a working prototype of the chosen technology and present its capabilities in a choreographed show.


Images, Speech Balloons, And Artful Representation: Comics As Visual Narratives Of Early Career Teachers, Julian Lawrence, Ching-Chiu Lin, Rita Irwin Apr 2017

Images, Speech Balloons, And Artful Representation: Comics As Visual Narratives Of Early Career Teachers, Julian Lawrence, Ching-Chiu Lin, Rita Irwin

SANE journal: Sequential Art Narrative in Education

The ways in which teachers adjust to challenges in the process of becoming professionals are complicated. Teacher mentorship, however, is an important step to creating and sustaining a strong professional career. This article discusses new understandings from a Canadian research project: Pedagogical Assemblage: Building and Sustaining Teacher Capacity through Mentoring Programs in British Columbia. Through our use of an a/r/tography informed methodology in teacher mentorship, we have come to understand how the use of comics permits an unfolding of visual narratives as a unique way of contextualizing the complex stories of teaching and learning. Our motivation in employing comics as …


Teaching Critical Looking: Pedagogical Approaches To Using Comics As Queer Theory, Ashley Manchester Apr 2017

Teaching Critical Looking: Pedagogical Approaches To Using Comics As Queer Theory, Ashley Manchester

SANE journal: Sequential Art Narrative in Education

Given the challenging depth of queer theoretical concepts, this article argues that one of the most effective ways to teach the complexities of queer theory is by utilizing comics in the classroom. I focus on how college-level instructors can use the content, form, and history of comics to teach students how to enact and do queer theory. By reading and making comics, students learn concrete and theoretical tools for combatting oppressive discourses and modes of meaning making. Teaching comics as queer theory promotes both innovative critical thinking and critical looking skills by centralizing both the rich history of queer comics …


Review Of Captain Marvel And The Art Of Nostalgia, By Brian Cremins, Sean Kleefeld Apr 2017

Review Of Captain Marvel And The Art Of Nostalgia, By Brian Cremins, Sean Kleefeld

SANE journal: Sequential Art Narrative in Education

No abstract provided.


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.


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 …


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 …


The Short Story And The Photographic: Twentieth-Century Imagetexts In And Of The Americas, Lucienne Muller Feb 2017

The Short Story And The Photographic: Twentieth-Century Imagetexts In And Of The Americas, Lucienne Muller

Dissertations, Theses, and Capstone Projects

This dissertation examines the visuality of the short story from an intermedial point of view, that is, with a focus on the relationship between the short story and the photographic visual. This analysis draws from photographic theory and from the writings of photographer and writer Julio Cortazar whose philosophy puts forward the idea of a reader who becomes the inventive co-creator of the fictional work.