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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Artemídia resistente : processos e procedimentos artísticos aplicados no cinema : o trailer de cinema underground paulistano /

Stevanin Junior, Vebis. January 2011 (has links)
Orientador: Pelópidas Cypriano de Oliveira / Resumo: Objetivo: Uma pesquisa acerca das características, forma e estética do cinema underground paulistano da década de 1960, na qual utilizou-se de um trailer falso construído a partir das observações de alguns filmes de cineastas chave deste movimento do cinema como um trabalho equivalente que complemente a pesquisa. Metodologia: Trata-se de uma análise qualitativa onde foram coletados dados de como se construir um trailer e a sua história desde sua criação e exibição e com isso, produzido através de um trabalho equivalente um trailer falso que imitasse boa parte dos filmes feitos pelo movimento "Boca-do-lixo". Resultados: Feitas as pesquisas sobre filmes e sobre a vida dos diretores, observase algumas persistências de assuntos em comum, suas repetições de encenação e o mesmo senso de dúvida para onde o país seguiria em pré-ditadura, fazendo com que os personagens dos filmes se tornassem errantes, figuras perdidas e sem direção em seu posicionamento político. Conclusão: O "desbunde", o deboche típico do Cinema Udi-Grudi, se tornou um dos caminhos palpáveis para os atos dos personagens no cinema. O trabalho equivalente tenta se aproximar desta mesma atmosfera. / Abstract: Purpose: Research the characteristics, form and aesthetics of São Paulo's underground films of the 60's, in which a fake trailer was made using what was observed from key filmmakers of this film movement as a corresponding work that completes the research. Methodology: Qualitative analyses in which information was obtained on how to create a trailer and its history from its inception until exhibition, and through that, done an equivalent fake trailer that would copy the majority of the "boca-do-lixo" films. Results: Done the research on films and the life of directors, it can be noticed some common ideas through its repetition and the same sense of doubt as to where the country would go in this period of pre-dictatorship, making the characters in the films nomads, lost and no political ideals. Conclusion: Excess became a way which the characters could follow on the films. The matching work tries to follow this atmosphere. / Mestre
32

A arte como resistência na sociedade da informação /

Oliveira, Gisele Gonçalves Melles de. January 2013 (has links)
Orientador: Mario Sérgio Vasconcelos / Banca: Soraia Georgina Ferreira de Paiva Cruz / Banca: Wiliam Siqueira Peres / Banca: Luis Guilherme Coelho Buchianeri / Banca: Nelyse Apparecida Melro Salzedas / Resumo: Nas duas últimas décadas do século XX, ocorreram significativos avanços tecnológicos, sobretudo no campo da Informação, no qual houve uma crescente convergência de tecnologias para a criação de um sistema altamente integrado, com efeitos em toda atividade humana, individual e coletiva, e que acabaram por se configurar como formas de controle social, e, por isso, representando uma séria ameaça à subjetividade. O problema que nos interessa nesta tese é pensar como resistir ao controle dessa Sociedade da Informação em que estamos enredados. Ao contrário das sobreposições de imagens que a configuram, capturando, sujeitando, consumindo e levando a consumir, encontramos, na experiência com a arte, a possibilidade de linhas de fuga, a possibilidade de resistência, pois, para dizer como Gilles Deleuze, além dos compostos melódicos que constituem a natureza, a obra de arte, como composto estético, com os monumentos erguidos pelas sensações, abre-nos um plano de composição sinfônica infinito / Abstract: Throughout the last decades of the 20th century, meaningful technological advancements took place, mainly within the field of Information, in which there was an increasing convergence of technologies for the creation of a highly integrated system, having effects on every human activity, both at individual and collective level, and which ended by configuring itself as social control devices, and, for that reason, becoming a serious menace to subjectivity. The issue we intend to broach in this dissertation is to ponder on how to provide resistance against the control exerted by that Information Society in whose net were are entangled. Contrary to the superposition of images which configure it, capturing, submitting, consuming, and leading people to consumption, we find out, in experience with arts, the possibility of vanishing lines, the possibility of offering resistance, since, by using Gilles Deleuze's own words, besides the melodious compositions which compose nature, the work of art, as an esthetic composition, with the monuments built by sensations, provides us with an infinite symphonic composition plan / Doutor
33

The Transdisciplinary Dilemma: Making SEAD in the Contemporary Research University

Zacharias, Kari 27 November 2018 (has links)
Over the past two decades, many American universities have created transdisciplinary institutes devoted to science, engineering, art, and design (SEAD). These organizations promote research, teaching, and engagement across technoscientific and artistic disciplines, and seek to cultivate creativity and innovation. Their proponents argue that this particular type of transdisciplinary knowledge-making has the potential to transform research universities. However, making and maintaining SEAD institutions is difficult work for the researchers and administrators involved. Practitioners struggle to define the broader goals of their transdisciplinary research; to demonstrate its value; to receive appropriate credit from their peers; and to feel that they belong in their institutions. I argue that these issues result from a fundamental “transdisciplinary dilemma”: the challenge of institutionalizing an ideal of transdisciplinarity that is actually a complex and contradictory set of different actors and motivations. In my dissertation I examine SEAD and transdisciplinarity through an ethnographic study of Virginia Tech’s Institute for Creativity, Arts, and Technology, a research institute that aspires to work “at the nexus of science, engineering, art, and design.” I identify three significant “matters of concern” for SEAD practitioners, each of which is a tension that reveals an aspect of the transdisciplinary dilemma and the challenges of institutionalizing art and technology research. Sponsored collaboration contrasts the idea of transdisciplinarity as an idealized stage of creative knowledge production with the notion of transdisciplinarity as an economic driver for higher education. Value and belonging highlights researchers’ simultaneous desire to exist outside of traditional disciplines and to enjoy the comforts of a disciplinary home. Measurable impact describes the balancing act between institutions’ need for resources and status, and the nature of researchers’ everyday work. Ultimately, I argue, these tensions are irresolvable aspects of SEAD as it exists within the contemporary research university. The persistence of the transdisciplinary dilemma leaves practitioners in a perpetual state of striving to belong, and SEAD institutions continually seeking to (re-)define themselves. / Ph. D. / Over the past two decades, many American universities have created transdisciplinary institutes devoted to science, engineering, art, and design (SEAD). These organizations promote research, teaching, and engagement across technical, scientific, and artistic disciplines, and seek to cultivate creativity and innovation. Their proponents argue that this particular type of transdisciplinary research and education has the potential to transform universities. However, making and maintaining SEAD institutions is difficult work for the researchers and administrators involved. Practitioners struggle to define the broader goals of their transdisciplinary research; to demonstrate its value; to receive appropriate credit from their peers; and to feel that they belong in their institutions. I argue that these issues result from a fundamental “transdisciplinary dilemma”: the challenge of institutionalizing an ideal of transdisciplinarity that is actually a complex and contradictory set of different actors and motivations. In my dissertation I examine SEAD and transdisciplinarity through a study of Virginia Tech’s Institute for Creativity, Arts, and Technology, a research institute that aspires to work “at the nexus of science, engineering, art, and design.” I identify three significant “matters of concern” for SEAD practitioners, each of which is an issue that reveals an aspect of the transdisciplinary dilemma and the challenges of institutionalizing art and technology research. Ultimately, I argue, these tensions are irresolvable aspects of SEAD as it exists within the contemporary research university. The persistence of the transdisciplinary dilemma leaves practitioners in a perpetual state of striving to belong, and SEAD institutions continually seeking to (re-) define themselves.
34

A third space: technological art as artistic production and technology research and development

Fantauzza, Jill 08 April 2013 (has links)
While the visual arts and technology development map oppositionally in our culture, there are similarities in work. Visual artists and technology developers imagine, conceptualize, design, and build artifacts and then release them into the world. As part of this work, many artists and technologists develop high levels of conceptualization, technical, and fabrication skill. While artists have always worked with industrial technologies such as paint and pigment chemistry, metalworking equipment, heavy machinery, and kilns, for example, many postindustrial artists are using high technology both as medium and highly-charged cultural material. These artists work with similar materials as technology developers: electronics, computation, robotics, bioengineering materials, and smart materials, for example. Their work often bleeds into technological development as they create new technologies and new interactions with technologies in the course of their projects. This dissertation traces the evolution of the ideas of art and technology from foundations in ancient Greece through the present. There are tensions between technological art, or art that uses high technologies as a medium, and the contemporary art world, as well as between technological art and engineering practice. This dissertation locates technological art along a spectrum between traditional fine art and engineering practice, in a third space of both artistic production and technological R&D. Through examples from my work and the work of others, I surface the dynamics of practice in this third space and how these practices can lead to emergent art and technology.
35

A realidade aumentada: desafios técnicos e algumas aplicações em jogos e nas Artes Visuais / A realidade aumentada: desafios técnicos e algumas aplicações em jogos e nas Artes Visuais

Sacashima, Rosemery Emika 06 October 2011 (has links)
A investigação desta dissertação consiste em definir os conceitos de Realidade Aumentada, seus desafios técnicos e tecnológicos, mapear as várias áreas de sua aplicação e quais as suas contribuições na criação das poéticas visuais. Para essa finalidade, tornou-se necessário o entendimento do processo histórico da Realidade Virtual do qual faz parte como uma linha de pesquisa, com seus desafios e aspectos específicos. Podemos perceber, ao longo da pesquisa, que a área dos jogos eletrônicos, com seus interesses mercadológicos, estimula o desenvolvimento tecnológico do sistema de Realidade Aumentada. E que alguns recursos dos sistemas de Realidade Aumentada têm sido utilizados por artistas visuais nas suas criações poéticas, integrando o observador em suas obras e estimulando novas implicações às tecnologias. / The investigation of this thesis sought to define the concepts of Augmented Reality, its technological and technical challenges, to map its various fields of application and reveal its contribution to the creation of visual poetry. To achieve that, it was necessary to understand the historical process of Virtual Reality, to which it belongs as a line of research with its challenges and specific features. We could realize along the research that the area of electronic games with its increasing interest in the market fosters the technological development of the Augmented Reality system. Moreover, some resources of the Augmented Reality systems have been used by Visual artists in their poetic creations, integrating the observer to their works and encouraging new approaches towards technology.
36

Scenographia: investigations of line, light and the theatricality in the micro-scale

Unknown Date (has links)
Informed by my training in the physical sciences, my thesis show presents results of research on the elements of line and dramatic staging. My process is documented through the experimental grounds of my sketchbooks. Originating from observational drawings of organic forms, my fascination with line quality and my desire for theatrical settings propelled these drawings to acquire a three dimensional presence. Through constructed book formats, staged micro-scenes, and photographs, I test my extracted, abstract forms in varying intimate environments. I control these worlds through scale, space and lighting, and I observe and record how they behave. I gather data through a methodical process that is infused with the empirical instincts I developed as a scientist. I express the resulting distilled organic forms in the most theatrical way I can invent. / by Sofâia Matsi. / Thesis (M.F.A.)--Florida Atlantic University, 2011. / Includes bibliography. / Electronic reproduction. Boca Raton, Fla., 2011. Mode of access: World Wide Web.
37

對應新媒體影像的藝術創作. / Contemporary art making that corresponds to the new media image / Dui ying xin mei ti ying xiang de yi shu chuang zuo.

January 2012 (has links)
科技在過去十多年的迅速發展,成就了電腦及互聯網絡的普及,將人類推向一個未知的新紀元。我們正處於一個影像數量前所未有地泛濫、流通的時代,更多影像媒體的出現,導致我們對於觀看的方式有了新的體驗。視覺媒介與及影像長久以來也在藝術創作、以至人類文明中佔據著主導地位,作為當代藝術家如何對應這個時代的科技與影像文化變遷?本文從三個章節去探討當代藝術創作在數位科技下對新媒體影像的探討與反思。一)影像的定義與科技發展的歷史脈絡:先探討當下數位影像跟觀看方式的轉變,透過檢視影像建構意義的過程去確立一個討論的環境前提;並追朔媒體與空間概念跟影像科技發展的歷史脈絡。二)新媒體與數位影像:界定新媒體的定義,及其發展對影像意義、角色定位所帶來的轉變;延伸至當下虛擬與真實的空間概念轉變。三)非物質的物質化呈現:以當代藝術創作為例子,去闡述新媒體影像及其媒介平台在當代生活中的各種面向。本章所論述的藝術創作集中在以傳統媒介為基礎去對應新媒體影像的藝術作品,而非以新媒體本身為作品媒介的「新媒體藝術創作」。在文末附以本人的藝術作品以供參考。 / The rapid development in technology caused the popularization of computers and internet over the past decades and it generated a new era to human beings. We are at the age of unprecedented number of image, the new visual media has led to a new way of looking. Images and visual media have long been a dominant position in art and human civilization, how to respond with this era of technology and visual culture change as a contemporary artist becomes an important issue. This thesis is divided into three chapters which aim at exploring contemporary artistic creation, discussion and reflection of images of the new media in the digital technology. 1) The definition of image through historical context and development of visual technology: The first phase discusses the change on the way of looking according to the present digital images, the process of constructing meaning through looking the image are introduced to establish a background for the discussion; and traced the historical context of media technology with image development. 2) Of the digital images and new media: The second phase defines the definition of new media, and its influence on the meaning and role of extends to the changes in the concept of virtuality and real space. 3) Representation of the non-material substance: Use contemporary artistic practices as examples to describe the various aspects of new media image in contemporary life. Discussions in this chapter of artistic creation is concentrated in the work of traditional media that use new media image as subject rather than works of new media art". At the end of the thesis, my artworks which relate to the topic are introduced for reference. / Detailed summary in vernacular field only. / 李天倫. / "2012年8月". / "2012 nian 8 yue". / Thesis (M.Phil.)--Chinese University of Hong Kong, 2012. / Includes bibliographical references (leaves 77-79). / Abstract in Chinese and English. / Li Tianlun. / 引言 --- p.7 / Chapter 第一章 --- 影像的定義與科技發展的歷史脈絡 / Chapter 1.1 --- 當代生活的視覺經驗 --- p.8 / Chapter 1.2 --- 觀看與再現 --- p.9 / Chapter 1.3 --- 影像的意義構成 --- p.10 / Chapter 1.4 --- 數位影像的意義構成 --- p.11 / Chapter 1.5 --- 媒體與空間概念 --- p.15 / Chapter 1.6 --- 影像科技發展的歷史脈絡 --- p.17 / Chapter 第二章 --- 新媒體與數位影像 / Chapter 2.1 --- 新媒體的定義 --- p.23 / Chapter 2.2 --- 新媒體的特質 --- p.24 / Chapter 2.3 --- 觀看方式的轉變 --- p.28 / Chapter 2.4 --- 數位影像的複製、原真性與「靈光」 --- p.29 / Chapter 2.5 --- 虛擬與網絡-空間觀念的轉變 --- p.31 / Chapter 第三章 --- 非物質的物質化呈現-對應新媒體影像的藝術創作 / Chapter 3.1 --- 感知的回歸 --- p.34 / Chapter 3.2 --- 當代視覺語言的體現 --- p.37 / Chapter 3.3 --- 從無形到有形-資訊影像化 --- p.41 / Chapter 3.4 --- 網絡與影像流通 --- p.45 / Chapter 3.5 --- 數位影像與流行文化 --- p.49 / Chapter 3.6 --- 虛擬與真實的糾結 --- p.52 / 結語 --- p.55 / 附錄 / 我的作品 --- p.57 / 圖片來源 --- p.75 / 參考書目及資料 --- p.77
38

A realidade aumentada: desafios técnicos e algumas aplicações em jogos e nas Artes Visuais / A realidade aumentada: desafios técnicos e algumas aplicações em jogos e nas Artes Visuais

Rosemery Emika Sacashima 06 October 2011 (has links)
A investigação desta dissertação consiste em definir os conceitos de Realidade Aumentada, seus desafios técnicos e tecnológicos, mapear as várias áreas de sua aplicação e quais as suas contribuições na criação das poéticas visuais. Para essa finalidade, tornou-se necessário o entendimento do processo histórico da Realidade Virtual do qual faz parte como uma linha de pesquisa, com seus desafios e aspectos específicos. Podemos perceber, ao longo da pesquisa, que a área dos jogos eletrônicos, com seus interesses mercadológicos, estimula o desenvolvimento tecnológico do sistema de Realidade Aumentada. E que alguns recursos dos sistemas de Realidade Aumentada têm sido utilizados por artistas visuais nas suas criações poéticas, integrando o observador em suas obras e estimulando novas implicações às tecnologias. / The investigation of this thesis sought to define the concepts of Augmented Reality, its technological and technical challenges, to map its various fields of application and reveal its contribution to the creation of visual poetry. To achieve that, it was necessary to understand the historical process of Virtual Reality, to which it belongs as a line of research with its challenges and specific features. We could realize along the research that the area of electronic games with its increasing interest in the market fosters the technological development of the Augmented Reality system. Moreover, some resources of the Augmented Reality systems have been used by Visual artists in their poetic creations, integrating the observer to their works and encouraging new approaches towards technology.
39

Netzkunst : ihre Systematisierung und Auslegung anhand von Einzelbeispielen /

Weiss, Matthias. January 2009 (has links)
Thesis (doctoral)--Universität, Freiburg, 2008. / Additional digital material and illustrations are available online. Includes bibliographical references.
40

Movement the body and the vertical axis-keeping up appearances /

Henderson, Julie. Unknown Date (has links)
Thesis (MVisualArts)--University of South Australia, 2001.

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