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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.
11

Losing Vision: What Can Art Gain in the Absence of Sight?

Rothman, Seana 01 January 2015 (has links)
This paper addresses the relationship between the visually impaired and the visual arts. The first section focuses on the scientific background of sight and vision disorders, as well as touch. Current research indicates that the blind can process complex spatial information through touch, just as the sighted can through vision. Thus visual art can be accessible to visually impaired people if it contains tactile information, such as 3D shapes or textures. However, galleries traditionally display art that visitors are only able to interpret visually, excluding the visually impaired and blind. My Fall project aims to challenge the dominant visual mode of interaction with art through a personal lens. By creating 3D works that are touch-accessible, both sighted and non-sighted people can experience my art.
12

A MEDIATED INTIMACY: ART, TECHNOLOGY, AND EXCHANGE IN THE DIGITAL AGE

Haikes, Belinda 06 May 2013 (has links)
A Mediated Intimacy; Art, Technology and Exchange in the Digital Age examines the role of intimacy in the technologically extended work of art. The text posits that there are three strategies that the technologically extended work of art uses to create mediated intimacy. These strategies are technological completion, where the viewer/participant completes the work; technological exchange, where the viewer/participant enters into an exchange with the work; and technological displacement, where the viewer is displaced from their time and place and occupies a new co-constructed space. The strategies are analyzed through the theories of subjectivities of the self, and Foucault’s approach to inter-subjective exchanges is employed to understand how they function. The strategies are further demonstrated through analysis of works by Gary Hill, Janet Cardiff and Martine Neddam. A concrete example of the three strategies is presented in an original mobile media based project, Cite, Site, Sight: Richmond.
13

A Framework for Digital Emotions

Rosatelli, Meghan 09 May 2011 (has links)
As new media become more ubiquitous, our emotional experiences in digital space are increasing exponentially as well. While there is much talk of “affective” computing and “affective” new media art, a disconnect exists between networked emotions and the popular media that they inhabit. This research presents a theoretical framework for assessing “digital emotions”—a term that describes the feedback process between digital technologies and the body with respect to short, networked inscriptions of emotion and the (re)experience of those inscriptions within the body and through digital space. Digital emotions display five basic characteristics that can be applied to a variety of media environments: (1) They describe a process of feedback that link short, emotive inscriptions in digital environments to users and their (re)experiences of those inscriptions; (2) This feedback process includes, but is not limited to, the inscriber, the medium, and the receiver and the emotive experience fuels the initial connectivity and any further connectivity; (3) The emotional value varies depending on the media, the community of users, and the aesthetic experience of the digital emotion; (4) Digital emotions influence our emotional repertoire by normalizing our paradigm scenarios; and (5) They are highly malleable based on changes in technologies and their ability to both expand and contract emotional experiences in real time. The core characteristics of digital emotions are applied to three broad and overlapping categories: technology, community, and aesthetic experience. Each of these aspects of digital emotions work together, yet they exist along the massive spectrum of our online, emotional experiences—from our casual click of the “like” button to digital community artworks. Applied to digital spaces along this spectrum, digital emotions illuminate the feedback process that occurs between the media, the network, and the environment. The framework ultimately suggests that the process of digital emotions explicates emotions experiences that could only occur in digital space and are therefore unique to digital culture.
14

The e-Volving Picturebook: Examining the Impact of New e-Media/Technologies On Its Form, Content and Function (And on the Child Reader)

Reinhard, Stella K 01 January 2014 (has links)
The technology of the codex book and the habit of reading appear to be under attack currently for a variety of reasons explored in the Introduction of this Dissertation. One natural response to attack is a resulting effort to adapt in a bid to survive. Noël Carroll, leading American philosopher in the contemporary philosophy of art, touches on this concept in his discussion of the evolution of a new medium in his article, “Medium Specificity Arguments and Self-Consciously Invented Arts: Film, Video, and Photography,” from his Cambridge University Press 1996 text, Theorizing the Moving Image. Carroll proposes that any new medium undergoes phases of development (and I include new technology under that umbrella)). After examining Carroll’s theory this Dissertation attempts to apply it to the Children’s Picturebook Field, exploring the hypothesis that the published children’s narrative does evolve, has already evolved historically in response to other mediums/technologies, and is currently “e-volving” in response to emerging “e-media.” This discussion examines ways new media (particularly emerging e-media) affect the published children’s narrative form, content, and function (with primary focus on the picturebook form), and includes some examination of the response of the child reader to those changes. Chapter One explores the formation of the question, its value, and reviews available literature. Chapter Two compares the effects of an older sub-genre, the paper-engineered picturebook, with those of emerging e-picturebooks. Chapter Three compares the Twentieth Century Artist’s Book to picturebooks created by select past and current picturebook creators. Chapter Four first considers the shifting cultural mindset of Western Culture from a linear, word-based outlook to the non-linear, more visual approach fostered by the World Wide Web and supporting “screen” technologies; then identifies and examines current changes in form, content and function of the designed picturebooks that are developing “on the page” within the constraints of the codex book format. The Dissertation concludes with a review of Leonard Shlain’s 1998 text, The Alphabet Versus the Goddess: The Conflict Between Word and Image, using it as a departure point for final observations regarding unique strengths of the children’s picturebook as a learning tool for young children.
15

Rituals, Our Past, Present & Future. Glimpses of Islamic Enrichment

Khunji, Othman Mohamed, Mr 01 January 2015 (has links)
A Muslim should be encouraged to comprehend the benefit and value behind every aspect of Islamic practice and wisdom, and not just practice their religion because they were told to do so. The products proposed in this thesis aim to achieve this by inviting and encouraging a Muslim to practice The Five Pillars of Islam while comprehending their value through the use of modern means such as Arduino technology, 3D printing and visual computing programing. I am provoked by the fact that the circle of Gulf-region Muslims I’m surrounded by, and have been exposed to since childhood, belong to one of two stereotypes: those against or afraid of change who force adherence to religious chapter and verse, or those straying further and further away from our religion’s rituals and traditions. Can the practice of religion, and the values that it teaches us, be made more accessible and engaging by incorporating the very technology that is often accused of distracting us from its practice?
16

Finding Home

Faure, Jaime T 01 January 2016 (has links)
My mixed media paintings explore the concept of home. I showcase topics regarding what a home is and how it connects to one’s identity. My desire to find home, emotionally and literally, has always preoccupied my mind. I have never been able to set deep roots, and that is a very unsettling feeling. My obsession with homes focuses on abandoned houses. These dwellings that people once took so much pride in are now left to rot and decay. The dilapidated state makes me see them as symbolic lost souls. I find similarities between houses and the human experience; houses have a history in the same way that people do. My process begins by taking photographs of these homes and creating image transfers that I apply to old wooden planks. The wooden planks are salvaged from the home because they have a physical connection to the space. I layer my transfers onto the planks with paint, objects, dirt, and wallpaper from the homes. I seal the paintings with encaustic wax or resin to preserve the objects, as a tribute to the things that once held value. By using multiple media and objects, I create textured surfaces that help tell a story about the house. By telling a story, I want to create a second life for these places.
17

Climbing Mt. Rainier

O'Connor, Kathleen 01 January 2016 (has links)
My work addresses notions of the American landscape through image, memory, and experience. Using found images, video, and a variety of materials to make objects I investigate the intersection of external representations of landscape in American culture and internalized desires of landscapes.
18

esc

Branum, Craig E 15 May 2015 (has links)
My artwork is about the impact of the digital revolution on every aspect of life, such as relationships, war, and self image. I explore this in the creation of sculptures that represent abstracted globes or video game worlds, digital animations concerning the virtual and simulated, and prints as allegories for embodied post-human experience. The visual themes of my work are bitmapped patterns, early computer graphics, and twenty-sided dice.
19

Naga: Combining 2D and 3D Animation.

Chin, Min-Zhi 01 May 2013 (has links)
Naga is an animated short about a lively dragon that roams about the lands embracing it’s surroundings dearly. It discovered a barren land while out exploring and was saddened by the sight. After pondering for a while, it then realized it could revive the land with it’s ability to summon rain using it's dragon ball. The short blends traditional animation and computer animation, where the look is similar to 2D animation but the character and a few environment elements are done in 3D. Software utilized to complete the short were Autodesk Maya, Adobe Photoshop, Clip Studio Paint, Adobe After Effects, and Adobe Premiere Pro. The short showcases a stylized Chinese traditional ink painting style, key frame animation, and particle effects.
20

Experimental Boss Design and Testing

Mistretta, Joseph P 01 May 2015 (has links)
Over the years, gaming has developed rapidly from simple pixel-based experiences to fully blown three-dimensional worlds. As developing technologies improve, so does the complexity and flexibility of what can be created. Encounters, along with all aspects of any gaming experience, have evolved along with the technologies that create them. These intense combat instances, often times referred to as “bosses”, represent a chance for the developer to challenge player skill, cooperation, and coordination. In addition to being major challenges, encounters also allow players to feel a sense of progression as they learn and adapt to mechanics incorporated within an encounter’s design. Eventually these mechanics are mastered, and surmounted to a lasting sense of accomplishment and success. This project details a personal process of encounter design from initial conception to eventual player testing, along with design choices, outside influences, and development methods. These were ultimately utilized in an attempt to create an engaging and successful boss encounter.

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