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Propolis: Immersive EnvironmentAlarid, Renee Aurelia 15 February 2021 (has links)
Propolis – Creating and using an immersive 2D honey bee environment to educate children between the ages of 3-10, about the importance of honey bees. This capstone project will showcase this researcher's skills in graphic design, spatial sound, architecture, exhibition design, and character illustration. Within this structure, individuals will be able to observe, determine, and make comparisons between a healthy bee colony and one that is fragile and dying. / Master of Fine Arts / "Honey bees have been on the decline. As of 2016, eight species of bees made it on the United States (U.S.) endangered species list. It reported that the decline of pollinators is due to industrial agriculture, parasites, pathogens, and climate change" (Contributors 2020). The loss of habitat and lack of nectar is due to monocultures and bee-killing pesticides. These are significant threats to honey bees and wild pollinators.
There is a need for good, clean food providing for a healthy existence for the honey bee. When bees have proper nutrients, the result is a healthy hive that gives mature bees a better chance to fight off diseases. To showcase the life of a honey bee, this researcher created an immersive environment that simulates a hive structure. The structure, along with the motion graphics and critical takeaway printed pieces, is to help children between the ages of 3-10 understand the importance of honey bees. By comparing healthy and unhealthy bees in their natural habitat in an illustration format, the children could empathize with the honey bees. Hopefully, they will one day change the fate of these amazing creatures. The immersive environment will emulate a spatial audio, 2D character illustration, and animation projected onto a honeycomb structure. Custom seed packets and a brochure will accompany the immersive environment to allow the children to plant a bee-friendly garden and to learn more about the honey bees. This capstone project will showcase the researcher's skills in graphic design, spatial sound, architecture, exhibition design, and character illustration. This structure will allow individuals to observe, determine, and make comparisons between a healthy colony and one that is fragile and dying.
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Down Stream [Appalachia]Franusich, David J. 06 May 2020 (has links)
Down Stream [Appalachia] is an immersive, interactive art installation that addresses themes of ecological preservation, conservation, and connectedness—illuminating the precarity of imperiled freshwater species in the Appalachian region. The exhibition is composed of reflective, refractive sculptures and underwater video footage, surrounded by fully-immersive spatial audio. Both the audio and visual elements react to audience presence and proximity. Species highlighted are the Candy Darter (Etheostoma osburni); the Cumberlandian Combshell (Epioblasma brevidens) and other freshwater mussels; and the Eastern Hellbender Salamander (Cryptobranchus alleganiensis alleganiensis). This paper examines the context and content of this installation, its progression and influences, and themes of ecology and the environment in the Southeast United States. / Master of Fine Arts / There are endangered species right here in the mountains of Virginia, and hardly anyone knows about them. Down Stream [Appalachia] is an immersive, interactive art installation that attempts to raise awareness and allow people to connect to these animals that otherwise go unseen. This paper examines the context, content, and themes of the installation.
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Transitions Of LightCorrigan, Nicholas Aaron 22 June 2022 (has links)
My work attempts to articulate how the format visual information is presented in changes our understanding of the visual information and our relationship to it. I explore analog and digital conversions, the audio and the visual sharing 3 dimensional space, and explore our relationship with screens, information and light.
This paper discusses the ideas and underlying themes within my digital works that center around light as a form of information and communication.
My work is also related to the transformation of technology that has occurred across many platforms throughout my lifetime. The most striking example is the telephone. The telephone has transitioned from an analog device on the wall that we speak into, to the phone we know today; a computer we carry around in our pocket with a screen we communicate through. This transformation of technology has changed our daily lives in ways past generations only dreamt of. We no longer log on or go online. We are always connected to a network of information, individuals and communities by an endless live stream of data. We live in an information super age, where we have access to nearly the entirety of knowledge humans have been able to acquire. Whether by reading by candle light, or a collection of pixels in the form of a screen, we use light to communicate all of these ideas and information. Social media, global positioning systems and on demand services have reached a point where our actions and nearly everything around us is tied to a computational system. My work attemps to bring this computational system into our physical space, where it can be acknowledged in the form of light and sound. / Master of Fine Arts / We live in an information super age, where we have access to nearly the entirety of knowledge humans have been able to acquire. Whether by reading by candle light, or a collection of pixels in the form of a screen, we use light to communicate all of these ideas and information. The format visual information is presented in changes our understanding of the visual information and our relationship to it. This paper discusses the ideas and underlying themes within my digital works that center around light as a form of information and communication.
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Lehrwunder: MR-Anwendungen für den UnterrichtFranke, Ingmar S., Groschopp, Paulina, Steinmann, Christian 09 October 2024 (has links)
As part of the project 'Lehrwunder - Intelligenter digitaler Baukasten für kreativeren Unterricht in Schulen mittels innovativer Medienproduktionen' (Lehrwunder for short),
three different scenarios for possible use in secondary school lessons were developed for the mixed reality projection system 'Virtual Reality Learning Space' (VRLS for short), which is based on projection mapping. The results include an application for geography lessons to project map material on the subject of climate change onto a hemisphere. In addition, an interactive quiz application was developed that can be transferred to different subject areas and can be edited manually by teachers. The third scenario visualizes the outside and inside of an animal cell and is designed to help pupils of different grades learn the most important cell organelles. The last two applications in particular are proving to be promising for later use in the classroom due to the possibilities for interaction. In addition, a concept for a future setup was developed. Three comparative designs were produced for further product development. / Für das auf Projection-Mapping basierende Mixed-Reality-Projektionssystem „Virtual-Reality-Learning-Space“ (kurz: VRLS) wurden im Rahmen des Projekts „Lehrwunder –
Intelligenter digitaler Baukasten für kreativeren Unterricht in Schulen mittels innovativer Medienproduktionen“ (kurz: Lehrwunder) drei verschiedene Szenarien für eine mögliche Anwendung im Gymnasialunterricht erarbeitet. Entstanden ist unter anderem eine Anwendung für den Geographieunterricht, um Kartenmaterial zum Thema Klimawandel auf eine Halbkugel zu projizieren. Zudem wurde eine auf unterschiedliche Themenbereiche übertragbare interaktive Quizanwendung entwickelt, die von Lehrkräften manuell editiert werden kann. Das dritte entstandene Szenario visualisiert das Äußere und Innere einer Tierzelle und soll Schülerinnen und Schüler unterschiedlicher Klassenstufen dabei
unterstützen, die wichtigsten Zellorganellen zu lernen. Insbesondere die letzten beiden Applikationen erweisen sich aufgrund der Interaktionsmöglichkeiten als vielversprechend
für einen späteren Einsatz im Unterricht. Für die weitere Produktentwicklung wurden drei Vergleichsentwürfe angefertigt.
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Gränslösa möten : Utställningsproducenter och museipedagogers åsikter och perspektiv på hybridupplevelser / Boundless meetings : Exhibition producers and museum educators' opinions and perspectives on hybrid experiencesLindahl, Clara January 2024 (has links)
Följande arbete är en kandidatuppsats inom medieteknik som ämnar att förstå möjligheterna med hybridupplevelser inom naturhistoriska och historiska museer utifrån designbyråer och museers erfarenheter, samt öka kunskapen om hur en engagerande hybridupplevelse skapas. Det användes en induktiv ansats tillsammans med semistrukturerade intervjuer av två museer och två designbyråer inom fältet hybrida upplevelser. Empirin analyserades sedan med hjälp av tematisk analys där tre teman med vardera delteman identifierades. Uppsatsen refererar till tidigare forskning om hybridupplevelser inom museisektorn där fokuset ligger på utställningar med både fysiska och digitala komponenter, samt att besökarna befinner sig fysiskt på plats. Utifrån analys och diskussion av uppsatsens resultat drogs slutsatserna att en engagerande hybridupplevelse måste innehålla digitala och fysiska element, samt integrera teknik, design och berättande på ett balanserat sätt. Tekniken, såsom projiceringskartläggning, ger liv åt fysiska ytor och föremål för att skapa autentiska upplevelser. Designen av utställningen och dess fysiska utformning är avgörande för interaktionen mellan besökare och föremål samt för att främja diskussioner och samtal. Digitala verktyg förstärker berättelsen och de interaktiva elementen bidrar till att besökaren uppslukas av berättelsen. / The following work is a Bachelor level thesis on Media Technology aimed at understanding the possibilities of hybrid experiences within natural history and historical museums based on the experiences of design agencies and museums, as well as increasing knowledge of how an engaging hybrid experience is created. An inductive approach was used together with semi-structured interviews of two museums and two design agencies in the field of hybrid experiences. The empirical data was then analyzed using thematic analysis, identifying three main themes with respective subthemes. The thesis refers to previous research on hybrid experiences within the museum industry, focusing on exhibitions incorporating both physical and digital components, with guests physically visiting the museum. Based on the analysis and discussion of the thesis results, the conclusion was drawn that an engaging hybrid experience must include digital and physical elements, and integrate technology, design, and storytelling in a balanced manner. Technology, such as projection mapping, brings physical spaces and objects to life to create authentic experiences. The design of the exhibition and its physical layout are crucial for interaction between visitors and objects, as well as for promoting discussions and conversations. Digital tools enhance the storytelling, and interactive elements contribute to immersing the visitor in the narrative.
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(Not) Drawing The Line: Technology ReexaminedLiguori, Elizabeth Angela 07 June 2017 (has links)
(Not) Drawing The Line: Technology Re-examined is the culmination of interdisciplinary research exploring the nature of materiality and process in the fields of art, science, and technology. Exploration and experimentation in these diverse disciplines have helped to illuminate many of the ideas and concepts that have guided the overall research process. These explorations have also honed the ability to critically examine how technology is perceived and represented, post-internet.
This document illustrates the processes involved in the conception and creation of a body of work manifested through visual and technological problem solving, investigative research of materials and technologies, and the fundamental concerns of art, technology, form and pattern. These empirical areas of research are punctuated by literary texts on the philosophy of art and technology that have informed many of the visual comparisons represented. This body of evidence is an exploration of the idea that the evolution of technological developments can often be attributed to the creation of art through the heuristic experimentation and visual explorations of the artist. / Master of Fine Arts / (Not) Drawing The Line: Technology Re-examined is the result of exploration and research in the areas of studio art, science, and technology. Many of the ideas and concepts presented in this documentation are a result of curiosity-driven research which uses materials and processes to help form connections across disciplines. In most examples, the materials used are common or familiar items such as the #2 pencil, reflective surfaces such as a mirror, or clay used for ceramics.
The intention behind the work documented in this thesis is to help the viewer look at these everyday materials in a different way than their common use suggests through visual comparisons and wordplay. Its goal is to suggest that a new use or discovery may be presented in common materials and that solutions to complicated problems could be found right under our noses, so to speak. at its core, it is a commentary on technology, its uses, and perceptions during our current, post-internet place in history
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Darśan - Dance for KriśnaPilania, Harshal 25 June 2024 (has links)
Darśana is an an interactive, multi-channel installation offering participants an artistic, somatic immersion in Hindu mythology. The exhibit interprets the Hindu concept of 'darśana'—a practice involving the experience and observance of a deity—through a contemporary lens. At the heart of the installation is Lord Kṛṣṇa, the beloved flutist deity celebrated for his wisdom and charm. Participants are immersed in a digital rendition of his native forested land, Vṛndāvana. Here, they are encouraged to move, dance, and interact with their surroundings.
By presenting ancient stories through new media technologies, "Darśana" explores the potential of modern technology to reinterpret and revitalize traditional practices and beliefs for contemporary audiences, drawing their attention to their cultural heritage. / Master of Fine Arts / Darśana is an an interactive, multi-channel installation offering participants an artistic, somatic immersion in Hindu mythology. The exhibit interprets the Hindu concept of 'darśana'—a practice involving the experience and observance of a deity—through a contemporary lens. At the heart of the installation is Lord Kṛṣṇa, the beloved flutist deity celebrated for his wisdom and charm. Participants are immersed in a digital rendition of his native forested land, Vṛndāvana. Here, they are encouraged to move, dance, and interact with their surroundings.
By presenting ancient stories through new media technologies, "Darśana" explores the potential of modern technology to reinterpret and revitalize traditional practices and beliefs for contemporary audiences, drawing their attention to their cultural heritage.
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Past, Present, FutureKimbangu, Rodney Bidi 27 July 2023 (has links)
Past, Present, Future is an immersive and interactive art installation that seeks to put displaced Congolese and African artwork - commonly displayed in world museums - into their original cultural context. The exhibit's immersive experience sheds light on the colonial exploitation of African peoples and their lifestyles: specifically the expropriation of lived African spiritual and artistic expressions. These artifacts - sometimes stolen outright, sometimes obtained through imbalanced terms of trade, and sometimes obtained by fair bargain - often appear in exhibits as disembodied objects devoid of explanation or reinterpreted through the conceptions of the exploiters. This phenomenon has historically supported the consciousness of colonialism and now of post- and neo-colonialism, maintaining its propagation through museums, schools, and other institutions worldwide.
The exhibition is composed of a virtual environment in addition to projection mapping. The visual, aural, and interactive elements engage with and challenge the viewer's culturally conditioned ways of thought regarding artwork "consumption." This thesis, building on the exhibition, examines the possibilities of employing evolving technology and coding toward the long-term task of "softly" repatriating displaced artifacts while starting a conversation about physical repatriation and providing a model that Congolese scholars and artists can use to preserve and reclaim their cultural heritage. / Master of Fine Arts / Pieces of art from Congo and much of Africa are often perceived in the Western world as exotic objects to be looked at and photographed. To the Congolese people, those objects are an essential part of their ongoing life. It goes without saying that they are central to the collective spirit, sense of the world, cultural identity, and ancestral history. Past, Present, Future is an immersive art installation that takes displaced works from Congo and other settings in Africa and restores their living context through a Congolese artist's lens. This paper examines the process by which they were extracted from their home and found their way onto Western institutions, what they were and what was lost, and how through contemporary technology-integrated creative expression, they may be made whole for the enrichment of those from whom they came, their current hosts, and people everywhere.
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My MFA ExperienceCuevas Santamaría, Sergio Axel 27 August 2018 (has links)
No description available.
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