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Full-Text Articles in Other Film and Media Studies

Dead Weightless, Isaiah Schwartz Jan 2021

Dead Weightless, Isaiah Schwartz

Senior Projects Spring 2021

There is more than convenience embedded into my attraction to the unrefined materials that I work with. Shopping cart (baby size), palette, cheesecloth, bucket, and window. Each is rich with an individual history that expands beyond the use it was intended for. Suspending them in the air is my observance of the sanctity of their mundane uses. To create something new, also out of these unrefined materials, and to refuse to polish it. To have resolution in a thing that is also ambiguous. I can find intrigue in a million different things as soon as I pay attention to them. …


Race Book, Robert Dejesus Jan 2020

Race Book, Robert Dejesus

Theses

Race Book is a satiric animated short film about how social media influenced people during the 2020 presidential election.


Reworking The White-Masculine Ideal, Steven H. Gonzalez Apr 2019

Reworking The White-Masculine Ideal, Steven H. Gonzalez

Art Theses and Dissertations

This text functions as an exploration of self through artistic practice, a designated space for reflection on contemporary Queer experience. In looking specifically at the permeation of the idealized-white-masculine figure as found within Western visual culture, social media and gay pornography become isolated as sites where these figures are commonly found. This line of inquiry defines how the ideal is reified through these differing digital platforms and the social implications the homogenized male form has on raced individuals. In addition to determining the image of the perfect masculine physique through research, this text expands on how its' imaged representation becomes …


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 …


Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour May 2017

Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour

Masters Theses, 2010-2019

Video games create the feeling of great achievement and place the player into a role that turns them into a great hero. These experiences feel significant because they require great time and emotional investment. The monumentality of these experiences, however, are at odds with the transience of the electrical virtual worlds. The medium of oil painting helps overcome the sense of transience because of oil painting’s durable permanent way of image making and stillness. Painting’s inherent nod to history also creates a dissonance between the newness of the video game medium and the antiquity of painting, a contrast exacerbated by …


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 …


French Women In Art: Reclaiming The Body Through Creation/Les Femmes Artistes Françaises : La Réclamation Du Corps À Travers La Création, Liatris Hethcoat Dec 2016

French Women In Art: Reclaiming The Body Through Creation/Les Femmes Artistes Françaises : La Réclamation Du Corps À Travers La Création, Liatris Hethcoat

Student Scholar Symposium Abstracts and Posters

The research I have conducted for my French Major Senior Thesis is a culmination of my passion for and studies of both French language and culture and the history and practice of Visual Arts. I have examined, across the history of art, the representation of women, and concluded that until the 20th century, these representations have been tools employed by the makers of history and those at the top of the patriarchal system, used to control women’s images and thus women themselves. I survey these representations, which are largely created by men—until the 20th century. I discuss pre-historical …


Navigating The Interim, Joseph E. Saphire Jr Jul 2015

Navigating The Interim, Joseph E. Saphire Jr

Masters Theses

Navigating the Interim attempts to build a framework for the ways in which visual art, media studies, and forms of social practice might intermingle within a career in the arts, as well as within a thorough art education curriculum. From broad theoretical analysis to the specificity of technical exercises and prompts, this paper serves as a roadmap for the ways in which production, teaching, and organizing might begin to merge into a single holistic practice. The author’s projects provide an anchor from which to analyze the various conceptual trajectories of art that have stemmed from modernism throughout the 20th century, …


Women And Video Games: Pigeonholing The Past, Allison Perry May 2012

Women And Video Games: Pigeonholing The Past, Allison Perry

Scripps Senior Theses

Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.