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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.
1

Fabricated reality: reconstructing the relation of photography and reality. / CUHK electronic theses & dissertations collection

January 2013 (has links)
Siu, Wai Hang. / Thesis (M.F.A.)--Chinese University of Hong Kong, 2013. / Includes bibliographical references (leaves 40-41). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstracts also in Chinese.
2

Ideals and realities /

Bowman, Pamela, January 2005 (has links) (PDF)
(M.F.A.)--Brigham Young University. Dept. of Visual Arts, 2005. / Includes bibliographical references (p. 34).
3

The disappearing frame : a practice-based investigation into composing virtual environment artworks

Corby, Thomas James Patrick January 2000 (has links)
Through creative art making practice, research seeks to contribute a body of knowledge to an under researched area by examining how key concepts germane to computer based, interactive, three-dimensional, virtual environment artworks might be explicated, potential compositional issues characterised, and possible production strategies identified and/or proposed. Initial research summarises a range of classifications pertaining to the function of interactivity within virtual space, leading to an identification and analysis of a predominant model for composing virtual environment media, characterised as the "world as model": a methodological approach to devising interactive and spatial contexts employing visual and behavioural modes based on the physical world. Following this alternative forms of environmental organisation are examined through the development of a series of artworks beginning with Bodies and Bethlem, and culminating with Reconnoitre: a networked environment, spatially manifest through performative user input. Theoretical corollaries to the project are identified placing it within a wider critical context concerned with distinguishing between the virtual as a condition of simulation: a representation of something pre-existing, and the virtual as potential structure: a phenomena in itself requiring creative actualisation and orientated toward change. This distinction is further developed through an analysis of some existing typologies of interactive computer based art, and used to generalise two base conditions between which various possibilities for practice might be situated: the "fluid" and "formatted" virtual.
4

My life as Sistina Smiles

McGeachy, Heather Losey January 2009 (has links) (PDF)
Thesis (M.F.A.)--Washington State University, May 2009. / Title from title screen (viewed on Nov. 23, 2009). "Department of Fine Arts."
5

Community Co-Creation and Virtual Reality in Opera: Composing "Out of the Ordinary/As an nGnách"

Merivale, Finola January 2023 (has links)
The musical submission for this dissertation is a twenty-minute opera in virtual reality, "Out of the Ordinary/As an nGnách," which was commissioned and produced by Irish National Opera and co-produced by Virtual Reality Ireland. It was developed over two years through a co-creation process with three communities. The music was set to a libretto in English and Irish by Jody O’Neill, and the opera was directed by Jo Mangan. The animated virtual reality world was designed and developed by Algorithm, a creative production company. "Out of the Ordinary/As an nGnách," is one of three trials as part of Traction, an EU-funded research project. The opera is scored for two professional opera singers, professional and non-professional instrumentalists and a community choir. This written submission for my dissertation examines how the community co-creation and the virtual reality technology influenced the final work. I highlight how material and themes from the community workshops informed the narrative and libretto, and I analyze the ways in which the co-creation process and the non-professional artists from the communities are incorporated into the music. I discuss the process of composing for the virtual reality medium and finally, I reflect on where I believe improvements within the process could have been made, and the overall accomplishments of the project.
6

Adaptive realities : effects of merging physical and virtual entities

Fletcher, Lauren Jean January 2015 (has links)
In the worlds of virtual reality, whole objects and bodies are created in an immaterial manner from lines, ratios and light pixels. When objects are created in this form they can easily be manipulated, edited, multiplied and deleted. In addition, technological advances in virtual reality development result in an increased merging of physical and virtual elements, creating spaces of mixed reality. This leads to interesting consequences where the physical environment and body, in a similar vein to the virtual, also becomes increasingly easier to manipulate, distort and change. Mixed realities thus enhance possibilities of a world of constantly changing landscapes and adjustable, interchangeable bodies. The notions of virtual and real coincide within this thesis, reflecting on a new version of reality that is overlapped and ever-present in its mixing of virtual and physical. These concepts are explored within my exhibition Immaterial - a creation of simulated nature encompassing a mix of natural and artificial, tangible and intangible. Within the exhibition space, I have created a scene of mixed reality, by merging elements of both a virtual and physical forest. This generates a magical space of new experiences that comes to life through the manipulated, edited, morphed and re-awakened bodies of trees.
7

The Strange Presence: the Series of Art Practices on the Strangeness, the Familiar and the Presence.

Jeon, Hye Jeon January 2020 (has links)
No description available.
8

Multimedia theatre in the virtual age.

Klich, Rosemary, School of Media Film & Theatre, UNSW January 2007 (has links)
This research aims to delineate various modes and means of communication in the field of multimedia theatre and to relate this field of practice to contemporary debates in both theatre and media studies. This thesis defines 'multimedia theatre' in two ways: firstly to include performance where media technologies are brought into the theatrical frame as a feature of the mise en scene, and secondly to refer to the area of new media performance, where a live performer may not be present but a high degree of performativity and liveness are achieved. Discourse in the field of digital aesthetics and new media theory is applied to examples and case studies of contemporary multimedia theatre practice to highlight the formal structures and modes of audience engagement operating within such work. Multimedia theatre may be characterised by the qualities of intermediality, immersion, interactivity, and postnarratvity, and these characteristics are used in this thesis as focal points to structure analysis and investigation. The thesis also argues that recent developments in the field of multimedia theatre and performance may be viewed as related to a larger cultural shift predicated on the dissolution of the separation of the real and the virtual. It is further argued that multimedia theatre is acting as a forum for the exploration of the contemporary human experience, an experience shaped by the ubiquity of digital media and the development of a 'posthuman' perspective.
9

Multimedia theatre in the virtual age.

Klich, Rosemary, School of Media Film & Theatre, UNSW January 2007 (has links)
This research aims to delineate various modes and means of communication in the field of multimedia theatre and to relate this field of practice to contemporary debates in both theatre and media studies. This thesis defines 'multimedia theatre' in two ways: firstly to include performance where media technologies are brought into the theatrical frame as a feature of the mise en scene, and secondly to refer to the area of new media performance, where a live performer may not be present but a high degree of performativity and liveness are achieved. Discourse in the field of digital aesthetics and new media theory is applied to examples and case studies of contemporary multimedia theatre practice to highlight the formal structures and modes of audience engagement operating within such work. Multimedia theatre may be characterised by the qualities of intermediality, immersion, interactivity, and postnarratvity, and these characteristics are used in this thesis as focal points to structure analysis and investigation. The thesis also argues that recent developments in the field of multimedia theatre and performance may be viewed as related to a larger cultural shift predicated on the dissolution of the separation of the real and the virtual. It is further argued that multimedia theatre is acting as a forum for the exploration of the contemporary human experience, an experience shaped by the ubiquity of digital media and the development of a 'posthuman' perspective.
10

The Sound-Poetry of the Instability of Reality: Mimesis and the Reality Effect in Music, Literature, and Visual Art

Underriner, Chaz, 1987- 05 1900 (has links)
This paper uses the concept of mimesis to clarify the debate concerning the representation of reality in music. Specifically, this study defines the audio reality effect and the three main practices of realism as a way of understanding mimetic practices in multiple artistic media, in particular regarding the multimedia works of the "Landscape series." After addressing the historical debates concerning mimesis, this study develops a framework for the understanding of mimesis in sound by addressing the writings of Weiss, Baudrillard, Barthes, Deleuze, and Prendergast and by examining mimetic practices in 19th-century European painting and multimedia performance works. The audio reality effect is proposed as a meaningful translation of Roland Barthes' literary reality effect to the sonic realm. The main trends of realist practice are applied to electroacoustic music and soundscape composition using the works and writings of Emmerson, Truax, Wishart, Risset, Riddell, Smalley, Murray Schafer, Fischman, Young, and Field. Lastly, this study mimetically analyzes "2 seconds / b minor / wave" by Michael Pisaro and Taku Sugimoto and the works of the "Landscape series" in order to demonstrate the relevance of mimesis for understanding current musical practice.

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