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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.
21

An Exploration of Procedural Methods for Motion Design

Hamilton, David 01 May 2020 (has links)
This research aims to apply procedural techniques, similar to those employed in node-based modeling or compositing software packages, to the motion design workflow in Adobe After Effects. The purpose is to increase efficiency in the motion design process between pre-production and production stages. Systems Theory is referenced as a basis for breaking down problems in terms of inputs and outputs. All of this takes place within the context of a larger motion design project.
22

An Unbearable Illumination of Truth

Glawson, Shanna 01 May 2021 (has links)
An Unbearable Illumination of Truth is a series of sculptures created to explore the connection between trauma and healing. The sculptural exhibition addresses economic, occupational, childhood, sexual, and gender-based trauma. These sculptures incorporate familiar motifs and visual metaphors to express narratives of varying types of traumas. A broad range of sculptural materials (such as wood, fabric, and found objects) and methods are used to create these symbolic, objective forms. The juxtaposition of shelters with other forms and materials visually enacts the themes of vulnerability and intrigue that characterizes traumatic incidents. Shelters are referenced throughout this entire body of work as an allegory for identity. Ultimately, this work is intended to induce empathy and raise awareness of important, underlying social issues that revolve around trauma. This message is especially important today due to a dramatic increase of trauma related issues as a result of the COVID-19 pandemic.
23

Real Time Visibility Culling with Hardware Occlusion Queries and Uniform Grids

Seletsky, Ilya Iseletsk 01 June 2013 (has links) (PDF)
Culling out non-visible portions of 3D scenes is important for rendering large complex worlds at an interactive frame rate. Past 3D engines used static prebaked visibility data which was generated using complex algorithms. Hardware Occlusion Queries are a modern feature that allows engines to determine if objects are invisible on the fly. This allows for fully dynamic destructible and editable environments as opposed to static prebaked environments of the past. This paper presents an algorithm that uses Hardware Occlusion Queries to cull fully dynamic scenes in real-time. This algorithm is relatively simple in comparison to other real-time occlusion culling techniques, making it possible for the average developer to render large detailed scenes. It also requires very little work from the artists who design the scenes since no portals, occluders, or other special objects need to be used.
24

So . . . We're Going for a Walk: A Placed-Based Outdoor Art Experiential Learning Experience

Stewart, Priscilla Anne 01 August 2019 (has links)
Schools in the United States often emphasize making children competitive in a global economy while neglecting the importance of developing citizens who are ecologically responsible. Problems of climate change, loss of biodiversity, mass extinctions and degradation of the natural environment, are often ignored. Some researchers have suggested that children lack unstructured play time in nature, have an increased amount of screen time, lack mindfulness, and are insulated from the natural world. Many children rarely have significant experience with nature's wildness. It is common for people to experience a sense of placelessness in the hyper-mobility of present times where "globalizing" agendas limit a sense of place or community. Teachers can also feel constrained by the physical confines of school and the intellectual confines of ordinary school curriculum. As a response to my students' lack of significant experiences with nature, my own dissatisfaction with ordinary teaching, and my sense that school curricula neglect ecological issues and restricts teaching innovation, I created a summer mountain wilderness art workshop designed to give 6th, 7th and 8th grade students an immersive alternative art education experience. This study explored the affordances and limitations of an alternative classroom focused on outdoor experiences, walking, art/ecological studies, and my own experiences in attempting to change the conditions of teaching and learning. This research uses qualitative methodologies including action-based research, elements of a/r/tography, arts-based research, and an ecological arts-based inquiry that involves questions about ecology, community, and artistic heritage.
25

Mobile Indoor Positioning for Augmented Reality Systems

Glass, Robert B 01 January 2014 (has links)
This thesis explores the creation and setup of a prototype that allows users of the device to interact within an indoor real world environment and a virtual environment simultaneously using high-tech common technology. The prototype is comprised of a small mobile device such as a cellular mobile phone, Raspberry Pi computer, a battery powered handheld Pico projector, and software developed for the Android OS. The software can easily be ported to other mobile and non-mobile operating systems. The mobile device must contain accelerometer, magnetometer, and gyroscope embedded sensors as well as 802.11 wireless network chip. The prototype software implements an indoor positioning system to track the current location and orientation of the prototype device in real time. It also displays a virtual world projection upon the surfaces of the real world in relation to the prototype’s physical location and orientation. Three different orientation estimation methods were tested and compared in this thesis. Accelerometer and magnetometer based method, gyroscope based method, and a combined method using a technique called sensor fusion were implemented. A multilateration approach was used for location estimation. Location estimates were calculated from the measured received signal strength of multiple 802.11 wireless network access points. The location of all wireless access points were known and fixed. Received signal strength data was converted to meters using a log distance propagation model, and tests were conducted to compare actual distance with converted distance. Tests were also conducted to compare multilateration estimates from unfiltered or raw RSS and filtered RSS data using a Kalman filter.
26

Virsa: The Contemporary Value Chain

Zahra, Samreen, Mrs 01 January 2015 (has links)
"Handicraft" means a useful or decorative object made by a craftsman who has direct control over all stages of production. Handicrafts have always had a greater value, an identity of their own that is reflective of their place, culture and materials, as well as a sense of belonging to a particular place and time. With the ever-growing mass production that followed the Industrial Revolution, we lost those crafts to multiple reasons: one being cheaper, industrial-made products reducing the demand for handicrafts, and another being a shift in consumer tastes. Most craftspeople hardly earn enough to survive and fulfill their basic needs, and naturally seek greater economic stability. In hopes of making a better future for their children, they send them to schools to gain knowledge that could help them gain employment and be able to make better livings for themselves and their families, halting the passing of knowledge. Hence, the heritage of skills that had been passed for generations in a family comes to end. This risks the loss of a craft that once was a source of pride and joy for these artisans – and for the larger community There are a number of efforts going on around the globe to preserve the indigenous crafts of different cultures, and to allow that knowledge to be passed down to new generations. My focus in this paper is a specific object (the charpai) from the Jandi craft, and its preservation through innovation. My work seeks to advance and preserve the skills and traditions of the artisans, while designing a new set of products inspired by the craft that hope to reconnect more artisans to the craft and empower them in terms of knowledge and finance.
27

Flushed

Ellis, Virgilia K. 01 May 2016 (has links)
The artist describes the process and development of the work throughout her graduate career, relating them to the most recent works of her thesis exhibition. Topics discussed include experiences of beauty and themes of transformation. Contextual influences include the Rococo period as well as ideas and theories of Romanticism and the sublime. Histories and theories on representations of the body are also discussed. The artist discusses her MFA thesis exhibition Flushed, at the Tipton Gallery in Johnson City, Tennessee, from April 13th to April 24th, 2015. Two painting installations, a sculptural installation, and a number of collages are included. Media used to create these works include a range of wet and dry drawing and painting media, paper surfaces, and food.
28

SONDER: Exploration of the Relationship between Digital Media and Graphic Design through the Creation of Print and Digital Publications

Vandergriff, Elisa Leigh 01 May 2018 (has links)
Sonder is an exploration of the relationship between digital media and graphic design through the creation of print and digital publications. At it’s very foundation, Sonder is a travel magazine with both a physical print publication and a digital publication designed for a tablet. It includes photography, articles, poetry, and travel tips. The print and the digital versions contain the same content, but explore different methods of presentation.
29

Women and Video Games: Pigeonholing the Past

Perry, Allison 12 May 2012 (has links)
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.
30

Rieglematica: Re-Imagining the Photobooth Through Female Performativity and Self-Portraiture

Riegle, Allison E 17 May 2014 (has links)
This paper explores the historical significance and advancements of automatic photobooth portraiture from the late 1800s onwards, focusing specifically on the intention behind the photobooth’s creation and the significance and cultural implications of its introduction into society. As it gradually became a staple of modern society, regularly visited by citizens to have their portraits taken, numerous artists sought out the photobooth as both a studio and a stage in which to document performative self-portraiture. The space and aesthetics of the photobooth have inspired artists to re-envision the confines of the booth and use its automatic function as a point of inspiration. I will also highlight the significance of female self-portraiture and the significance of women performing within and occupying specific spaces. My work is a combination of these histories, providing me with the opportunity to continue the discussion of women’s self-representation and the unique artistic space the photobooth provides between public and private spheres.

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