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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.
61

An Impossible Profession: How To Plan the Unplanned? / Det Omöjliga Yrket: Hur Det Oplanerade Kan Planeras

Bleeker, Jate January 2016 (has links)
A short film about how to design informality in the city. By comparing the chaotic Lagos with the orderly Stockholm the film rethinks the role of the designer and shows that planning as a sphere of building consistently destroys lived space. It illuminates the tension between the orderly and the chaotic, the ideal and reality.
62

Play beyond flow: a theory of avant-garde videogames

Schrank, Brian 11 November 2010 (has links)
Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital medium. They are used as political instruments, artistic experiments, social catalysts, and personal means of expression. A diverse field of games and technocultural play, such as alternate reality games, griefer attacks, arcade sculptures, and so on, can be compared and contrasted to the avant-garde, such as contemporary tactical media, net art, video art, Fluxus, the Situationists, the work of Pollock or Brecht, Dada, or the Russian Formalists. For example, historical avant-garde painters played with perspectival space (and its traditions), rather than only within those grid-like spaces. This is similar in some ways to how game artists play with flow (and player expectations of it), rather than advancing flow as the popular and academic ideal. Videogames are not only an advanced product of technoculture, but are the space in which technoculture conventionalizes play. This makes them a fascinating site to unwork and rethink the protocols and rituals that rule technoculture. It is the audacity of imagining certain videogames as avant-garde (from the perspective of mainstream consumers and art academics alike) that makes them a good candidate for this critical experiment.
63

The attraction of sloppy nonsense: resolving cognitive estrangement in Stargate through the technologising of mythology

Whitelaw, Sandra January 2007 (has links)
The thesis consists of the novel, Stargate Atlantis: Exogenesis (Whitelaw and Christensen, 2006a) and an accompanying exegesis. The novel is a stand-alone tie-in novel based on the television series Stargate Atlantis (Wright and Glassner), a spin-off series of Stargate SG-1 (Wright and Cooper) derived from the movie Stargate (Devlin and Emmerich, 1994). Set towards the end of the second season, Stargate Atlantis: Exogenesis begins with the discovery of life pods containing the original builders of Atlantis, the Ancients. The mind of one of these Ancients, Ea, escapes the pod and possesses Dr. Carson Beckett. After learning what has transpired in the 10,000 years since her confinement, the traumatised Ea releases an exogenesis machine to destroy Atlantis. Ea dies, leaving Beckett with sufficient of her memories to reveal that a second machine, on the planet Polrusso, could counter the effects of the first device. When the Atlantis team travel to Polrusso, what they discover has staggering implications not only for the future of Atlantis but for all life in the Pegasus Galaxy. The exegesis argues that both science and science fiction narrate the dissolution of ontological structures, resulting in cognitive estrangement. Fallacy writers engage in the same process and use the same themes and tools as science fiction writers to resolve cognitive estrangement: they technologise mythology. Consequently, the distinction between fact and fiction, history and myth, is blurred. The exegesis discusses cognitive estrangement, mythology, the process of technologising mythology and its function as a novum that facilitates the resolution of cognitive estrangement in both fallacy and science fiction narratives. These concepts are then considered in three Stargate tie-in novels, with particular reference to the creative work, Stargate Atlantis: Exogenesis.
64

Are you ready for a wet live-in? : explorations into listening

Holmstedt, Janna January 2017 (has links)
Listen. If I ask you to listen, what is it that I ask of you—that you will understand, or perhaps obey? Or is it some sort of readiness that is requested? What occurs with a body in the act of listening? How do sound and voice structure audio-visual-spatial relations in concrete situations? This doctoral thesis in fine arts consists of six artworks and an essay that documents the research process, or rather, acts as a travelogue as it stages and narrates a series of journeys into a predominantly sonic ecology. One entry into this field is offered by the animal “voice” and attempts to teach animals to speak human language. The first journey concerns a specific case where humanoid sounds were found to emanate from an unlikely source—the blowhole of a dolphin. Another point of entry is offered by the acousmatic voice, a voice split from its body, and more specifically, my encounter with the disembodied voice of Steve Buscemi in a prison in Philadelphia. This listening experience triggered a fascination with, and an inquiry into, the voices that exist alongside us, the parasitic relation that audio technology makes possible, and the way an accompanying voice changes one’s perceptions and even one’s behavior. In the case of both the animal and the acousmatic, the seemingly trivial act of attending to a voice quickly opens up a complex space of embodied entanglements with the potential to challenge much of what we take for granted. At the heart of my inquiry is a series of artworks made between 2012 and 2016, which constitute a third journey: the performance Limit-Cruisers (#1 Sphere), the praxis session Limit-Cruisers (#2 Crowd), the installations Therapy in Junkspace, Fluorescent You, and “Then, ere the bark above their shoulders grew,” and the lecture performance Articulations from the Orifice (The Dry and the Wet). The relationship between what is seen and heard is being explored and renegotiated in the arts and beyond. We are increasingly addressed by prerecorded and synthetic voices in both public and private spaces. Simultaneously, our notions of human communication are challenged and complicated by recent research in animal communication. My work attempts to address the shifts and complexities embodied in these developments. The three journeys are deeply entwined with theoretical inquiries into human-animal relationships, technology, and the philosophy of sound. In the essay, I consider as well how other artistic practices are exploring this same complex space. What I put forward is a materialist and concrete approach to listening understood as a situated practice. Listening is both a form of co-habitation and an ecology. In and through listening, I claim, one could be said to perform in concert with the things heard while at the same time being changed by them. / <p>Avhandlingen är även utgiven i serien: Malmö Faculty of Fine and Performing Arts, Lund University: DoctoralStudies and Research in Fine and Performing Arts, 16. ISSN: 1653-8617</p>

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