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Beauty in Imperfection: Post-hyperreal Cosmetic ContainersJang, Se Hee 01 January 2019 (has links)
An unhealthy reliance on vision alone, fed by pervasive, doctored, hyperreal imagery in the mass media, suppresses a more balanced use of other senses, reinforcing superficial beauty standards. Trapped by an uncritical preference for the visually “perfect” and harmonious, people increasingly seek to remove physical attributes they consider “imperfect,” without first considering how these “imperfections” benefit and distinguish them as unique individuals.
This thesis addresses superficial beauty standards by shifting focus from singularly visual experience to a more nuanced sensory aesthetic that also considers haptic qualities. Through a combination of research writing and targeted making, my work examines society’s understanding of flaws and imperfections by strategically embedding natural qualities of texture and randomness—blemishes—into ceramics, a medium treated as analogous to human skin.
The resulting tools and objects, designed to support a healthy, ritualized daily skincare routine, examine beauty through the lens of wabi-sabi—the philosophy of things imperfect, impermanent, and incomplete.
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Bending Educational RealityRafehi, Mariam 01 January 2019 (has links)
Virtual reality (VR), an emergent technology, affords experiential content delivery in education by evoking emotive responses in users, which can be prohibitive via traditional media. This thesis explores VR for the development of grit – passion and perseverance, which are essential characteristics in education and long-term success. The research proposes design strategies to stimulate senses for emotional engagement and a physiological response. In the project, two interactive environments position the user in emotional states to build passion and perseverance. To develop passion, the virtual world is designed to engage in creativity using 3D-spatial audio and visual effects. In contrast, to build perseverance users are exposed to a challenging environment that requires them to overcome and positively associate frustration with growth. This thesis demonstrates the potential of design for higher sense-stimulation applied through VR in education.
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A Sacred Gift: Rebalancing Our Relationship with WaterMelhim, Noora Naser 01 January 2019 (has links)
In the Middle East, and specifically Qatar, water has significant cultural history and preciousness as a commodity. Today, the rapid economic development has resulted in a disconnection from the past leading to subconscious overconsumption of water.
This thesis investigates water from the context of cultural relevance, by examining systems of distribution before and after the discovery of oil. It reinterprets the materiality of the traditional ceramic vessels used to contain and preserve water with the intention of using the natural properties of clay, such as cooling and filtering, to produce new artifacts. The intent of this research is to critically comment on current water consumption habits and raise awareness by presenting alternatives solutions.
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AurasBall, Adele 01 January 2013 (has links)
Auras is a series of illustrations of Carlos Fuentes’s novella, Aura, a horror love story about memory, obsession, desire, corporeality and immortality. Defying narrative conventions, the story is told through second person. You are the protagonist, Felipe Montero, and are employed by a 109-year old widow to edit her husband's memoirs. Inside the pitchblack house, you fall in love with her beautiful and bizarre green-eyed niece, Aura. The gradual discovery of the true relationship between the young woman and her aunt propel the story to its extraordinary conclusion.
The story seems to take place within the confines of the widow’s mind. The plot mimics the obsessive, hypnotic quality of nostalgia and memory. Much of my illustrative content and artistic process reflects a personal obsessive nostalgia I have for my grandmother and her life. It is her image, young and old, coupled with the complex and repetitive processes of printmaking, both traditional and current, that inform my illustration and personal interpretation of Aura. My thesis research conculs a series of artistic processes and theories behind image-making that relish the synthesis of new and old. I look at early horror illustration by Harry Clarke and Francesco Goya, and analyze images and practices in early digital graphic design and April Greiman, reappropriated inkjet and woodblock prints (Anselm Kiefer), and my own lasercut woodblock prints.
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Primate AestheticsSams, Chelsea L 13 July 2016 (has links)
A cultural, historical, and scientific survey of the phenomena of primate pictorial behavior, presented in a series of interconnected vignettes. What do primates find visually appealing? What is their motivation when creating images? What are the implications for art and for science? By drawing explicit and implicit connections between science, art, case studies, research, and personal narrative, I attempt to weave together what we know, and what we may never be able to know about this complex field.
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MeatSpaceCriscuolo, Nicholas M 29 October 2019 (has links)
“MeatSpace” is a group of related bodies of work including podcasts, prints and videos produced by working with simulation technologies such as “weak A.I.”, virtual reality, and 3d scans. Collectively the works explore how people relate to these technologies and how they relate to us. They share thematic or process-oriented sensibilities involving a series of rule-based steps that alternate between the procedural and the intentional. “Uncanny” is defined as strangely familiar. Something which falls in the Uncanny Valley feels wrong, but the reasons may be difficult to articulate. “MeatSpace” is an ongoing experiment to see where our own digital reflections fall in an uncanny spectrum of unsettling familiarity. I am continuously assessing the meaning of words like “consciousness" and “choice”, wondering if they are simply interpretations of randomness and determinism. So I search for genuine glimmers of agency in technologies from the present and the past to better understand my own. The groupings within “MeatSpace” are titled “The Intrinsia Chatbox” (podcast), “Outside the Chatbox” (podcast), “Sweet Space/Spatial Awareness”(prints, video, augmented reality), “Formulaics”(music videos), and “Texture Maps/Morph Maps” (prints, video). “MeatSpace” uses manipulation of photogrammetry, volumetric video capture, procedural music generation, animations made in virtual reality, and a video podcast which showcases conversations with chatbots. I see these as acts of collaboration and play with the digital world and it’s developing tools and inhabitants. These processes employ both randomness and control, operating between meatspace and the digital world, between comfort and the uncanny valley.
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BLAZERoussos, Meg 01 December 2019 (has links)
The photographer discusses her work in “BLAZE,” a Master of Fine Arts thesis exhibit held at the Tipton Gallery from September 16th through October 4th, 2019. The exhibition consists of 11 archival inkjet prints, two photographic artist books, a nine-channel video installation, representing the artist’s exploration of how to experience the landscape. Using non-traditional approaches to photographic imagery, experimental exhibition layout, the artist forms questions around themes of walking and landscape. The artist investigates sculptural land art installations represented through photographic documentation. A catalog of the exhibit is included at the end of this thesis.
Roussos examines formal and conceptual influences throughout historical and contemporary artists. Non-photographic influences include: the paintings of Caspar David Friedrich; literary works of Rebecca Solnit and Alexandra David-Neel; immersive artists, Nancy Holt and Hamish Fulton. Historic and contemporary photographic influences include: Carleton Watkins, Todd Tido, Christina Seely, Awoiska van der Molen, and Thomas Flechtner.
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An Unbearable Illumination of TruthGlawson, 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.
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My Perception of Reality Expressed through the ArtsDunker, Amanda 01 May 2022 (has links)
This thesis project will focus on the symbolism and artistic interpretation of how I perceive reality. This thesis project uses all artistic skills that I have acquired throughout my lifetime and combines them into one mixed digital media video. This is a mix between the two digital media formats 2D and 3D. Each animation and segment syncs with the music selected manually or technically. The process of creation for each segment and explaining which software I choose to use for each task. It also dives a little further, noting the artistic decisions and why. The symbolism used within the art piece is addressed and explained. Anything not discussed is open to personal interpretation and encourages the viewers to think individually further into the topics. The usage of this art style / art form is discussed and researched on where it can be found in usage outside of the music industry. Also, stating the popularity and accreditation this style receives from casually mass viewing. In summary, the art style of surrealism and abstract shapes in addition to the art form of mixed digital media, consumers indulge this art archetype worldwide. It can be useable within music visuals, ambient relaxation, modern art galleries, video games, and progressive advertising. Thus, making this art viable in multiple parts of the economy and creating consistent trends of revenue increasing. With the consistent growth of technology use, complimentary style to electronic music, and viable formatting for social media this art style is predicted to drastically grow in demand within the next coming years.
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Home, Work, LandSmith, Gregory 01 May 2022 (has links)
The artist discusses his Master of Fine Arts exhibition, entitled Family, Work, Land. The exhibit was mounted in Tipton Gallery in downtown Johnson City, TN, from February 22nd to March 11th, 2022. A public reception was held on the evening of March 4th . The exhibition consisted principally of four multimedia installations. Smith’s body of work is an interpretation of how stories that he often heard growing up are related to the Western North Carolina community in which his grandparents were living in the first quarter of the twentieth century. These works explore the interactions between people, how they support themselves, and the impact that working for the logging industry had on the family and the land around them.
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