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Disrupting The City: Using Urban Screens To Remediate Public Space, Jean Dubois, Dave Colangelo, Claude Fortin 2017 University of Quebec at Montreal

Disrupting The City: Using Urban Screens To Remediate Public Space, Jean Dubois, Dave Colangelo, Claude Fortin

Dave Colangelo

For over a decade, human-computer interaction (HCI) research placed a great deal of emphasis on studying interaction, engagement, and appropriative practices in online technology-mediated social environments. Moving forward, however, we see computing systems increasingly designed to support digitally-augmented face-to-face interactions in public settings. As far back as the nineteen seventies, new media artists anticipated this interactive potential of digital public displays to foster new forms of situated interactions in urban space, quite distinct from mobile computing in that they altogether exclude online connections or exchanges. Drawing on examples of practice, this paper discusses and show-cases some of the key creative ...


In The Air Tonight: An Uncommon Interface For Common Concern, Maggie Chan, Dave Colangelo, Patricio Davila, Robert Tu 2017 OCAD University

In The Air Tonight: An Uncommon Interface For Common Concern, Maggie Chan, Dave Colangelo, Patricio Davila, Robert Tu

Dave Colangelo

This paper is concerned with addressing social concerns with large-scale, multi-modal media art that uses digital networks, reactive architecture, and the city as semiotic resources. As artists and designers who are involved in socially engaged practice, we see an important role in foregrounding political and social issues through networks and architecture, negotiating and furnishing access to both while shaping compelling interfaces that allow people to contribute by amplifying an area of common concern. We discuss some previous work by Davila and Colangelo and focus on our latest project, In The Air, Tonight, which aims to visualize local wind patterns combined ...


Curating Massive Media, Dave Colangelo 2017 Portland State University

Curating Massive Media, Dave Colangelo

Dave Colangelo

The European Union’s media art initiative Connecting Cities and New York-based Streaming Museum are two recent examples of curatorial models that operate through large, networked, digital displays. This growing exhibition category combines expressive media architecture and telecommunication elements to engage ‘trans-local’ sites and diverse publics in complex media spaces. By investigating the confluence of exhibition making, public art and urban experience, this article explores the relationship between spectacle and criticality with respect to shifting notions of space, identity and ‘the common’. Note: At the time of writing, Dave Colangelo was affiliated with Ryerson University.


Relix | Educational Box Set, Lisa C. Gargan, Kalib Moore, Nick Sheridan 2017 Georgia State University

Relix | Educational Box Set, Lisa C. Gargan, Kalib Moore, Nick Sheridan

Georgia State Undergraduate Research Conference

No abstract provided.


Promoting Your Department To High School Seniors, Jeremy H. Sarachan 2017 St. John Fisher College

Promoting Your Department To High School Seniors, Jeremy H. Sarachan

Academic Chairpersons Conference Proceedings

Increasingly departments must take charge of their recruitment, but most academics are new to public relations and marketing. What are the best methods to reach high school students? Led by a media and communication chair, this discussion will revolve around best practices that are both affordable and easy to manage.


Cursive Camp, Lesley Teater 2017 Kent State University

Cursive Camp, Lesley Teater

Undergraduate Research Symposium

Cursive handwriting is no longer a required course in school curriculums. Although many people do not see it as a necessary skill, cursive is more than just a form of writing. For a child’s quickly developing mind, cursive handwriting aids in expanding reading and writing comprehension while also improving cognitive thinking, focus, motor skills and creativity. Recognizing the importance of these language and communication skills, I set out to design an interactive learning app through my Interaction Design class with the help of my professor, Gretchen Rinnert.

Cursive Camp is a two-part app, divided into “practice” and “play” sections ...


Networks Of Collaboration And Creation In Latin American Digital Literature, Carolina Gainza 2017 Universidad Diego Portales

Networks Of Collaboration And Creation In Latin American Digital Literature, Carolina Gainza

CLCWeb: Comparative Literature and Culture

In her article "Networks of Collaboration and Creation in Latin American Digital Literature" Carolina Gainza examines how production and reception of literature have been affected by digital technology, with special emphasis on issues related to Latin American digital literature. Gainza analyzes Jaime Alejandro Rodriguez's Narratopedia, Doménico Chiappe's La Huella de Cosmos, and Leonardo Valencia's and Eugenio Tiselli's El Libro Flotante in order to highlight collective practices of creation involved in digital productions. Through the discussion of these issues, Gainza offers an overview of ongoing changes wrought by digital technology in contemporary Latin American digital culture.


Our Puppets, Our Selves: Puppetry's Changing Paradigms, Claudia Orenstein 2017 CUNY Hunter College

Our Puppets, Our Selves: Puppetry's Changing Paradigms, Claudia Orenstein

Mime Journal

Taking up the topic of puppetry, Orenstein forges connections between Craig’s vision of the übermarionette and the rise of “New Puppetry” today. She examines the use of puppets to explore similarities and differences between the technological anxieties of modernists versus contemporary artists. In addition, she calls for a more careful and contextualized attention to Craig’s puppet theory, with a close reading of the übermarionette passage in "On the Art of the Theatre." Orenstein returns to some of the most well-known and much-studied passages and theories from Craig’s early work, but considers them from the fresh vantage point ...


Contents - Edward Gordon Craig Special Issue 2017, Jennifer A. Buckley, Anne Holt 2017 University of Iowa

Contents - Edward Gordon Craig Special Issue 2017, Jennifer A. Buckley, Anne Holt

Mime Journal

Cover, front matter, and contents for Mime Journal Special Issue, "Action, Scene, and Voice: 21st-Century Dialogues with Edward Gordon Craig." Guest editors: Jennifer Buckley and Annie Holt.


Editors' Note - Action, Scene, And Voice: 21st-Century Dialogues With Edward Gordon Craig, Jennifer A. Buckley, Anne Holt 2017 University of Iowa

Editors' Note - Action, Scene, And Voice: 21st-Century Dialogues With Edward Gordon Craig, Jennifer A. Buckley, Anne Holt

Mime Journal

A roadmap to this Special Issue of Mime Journal. This issue emphasizes the tissue of influences that shaped Craig’s own work and continue to impact contemporary theater and performance. By focusing on the historical contexts in which his ideas were developed and those in which they have been received, the essays counter the widely held perception of Craig as the solitary genius of the “Art of the Theatre.” His claims of originality and singularity have too often obscured the connections between his work and that of other artists—especially the dancer Isadora Duncan, upon whom two of the pieces ...


Frankenstein's Onion, Chien Tai 2017 Claremont Graduate University

Frankenstein's Onion, Chien Tai

CGU MFA Theses


Open Works: Between The Programmed And The Free, Art In Italy 1962 To 1972, Lindsay A. Caplan 2017 The Graduate Center, City University of New York

Open Works: Between The Programmed And The Free, Art In Italy 1962 To 1972, Lindsay A. Caplan

All Dissertations, Theses, and Capstone Projects

This dissertation historicizes and theorizes a group of Italian artists who were among the first to use computers and cybernetics to make artworks, developing the genre of Arte Programmata, or Programmed Art. It argues that the artists of Arte Programmata (Bruno Munari, Enzo Mari, and collectives Gruppo T and Gruppo N) turned to the generative, interactive, and probabilistic aspects of early computers not simply as new media for making art but as platforms for radically altering what it means to be a participant in an increasingly mediated and networked world. This is apparent in how each of their works deploys ...


News - Oconee County Library, Athens Regional Library System, Rebecca Ballard 2017 Athens Regional Library System

News - Oconee County Library, Athens Regional Library System, Rebecca Ballard

Georgia Library Quarterly

No abstract provided.


Open / Close: Assimilating Immersive Spaces In Visual Communication, Anika Sarin 2017 Virginia Commonwealth University

Open / Close: Assimilating Immersive Spaces In Visual Communication, Anika Sarin

Theses and Dissertations

I am interested in two spaces obverse to each other: open and closed. An open space develops organically based on how people inhabit it. Interacting with an open space is a dynamic, sporadic, multisensory, immersive, and subjective experience. In such spaces, we are confronted with an alternative aesthetic, one that is in conflict with the seamlessness of a closed space. A closed space is anchored on definite variables like structure, use and boundaries. While interaction between people and space is important, the space is tightly controlled and interaction is designed. Through this thesis project, I present a method that metaphorically ...


Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana 2017 VCUQatar

Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana

Theses and Dissertations

The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience ...


Recovery From Design, Cassandra J. Ellison 2017 Virginia Commonwealth University

Recovery From Design, Cassandra J. Ellison

Theses and Dissertations

Through research, inquiry, and an evaluation of Recovery By Design, a ‘design therapy’ program that serves people with mental illness, substance use disorders, and developmental disabilities, it is my assertion that the practice of design has therapeutic potential and can aid in the process of recovery. To the novice, the practices of conception, shaping form, and praxis have empowering benefit especially when guided by Conditional and Transformation Design methods together with an emphasis on materiality and vernacular form.


Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt 2017 Rochester Institute of Technology

Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.

The first game in the series is a strategy game called Lost & Found (high-school and up). In Lost & Found, players take on the role of villagers who must balance family needs with communal needs. They must balance cooperative actions even while addressing individual needs. The game emphasizes the pro-social aspects of religious legal systems including collaboration and cooperation.

Both this game and the second game in the series (Order in the Court) are set in Fustat (Old Cairo) in the 12th Century, a crossroads of religions. Lost & Found and Order in the Court both teach elements of the Mishneh Torah, the Jewish legal code written by Moses Maimonides. Maimonides was influenced by the works of Islamic legal scholars and philosophers such as Ibn Rushd (Averroes) and Al Ghazahli; he also influenced Islamic scholars.


Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber 2017 Rochester Institute of Technology

Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.

The second game in the series, Lost & Found: Order in the Court – the Party Game (jr. high and up) is a fast-paced storytelling and judging game. Players compete to tell the best story about how a medieval legal ruling may have gotten to court in the first place. The game emphasizes legal reasoning.

Both this game and the original Lost & Found games are set in Fustat (Old Cairo) in the 12th Century, a crossroads of religions. Lost & Found and Order in the Court both teach elements of the Mishneh Torah, the Jewish legal code written by Moses Maimonides. Maimonides was influenced by the works of Islamic legal scholars and philosophers such as Ibn Rushd (Averroes) and Al Ghazahli; he also influenced Islamic scholars.


Look At Where You Listen: A Study Of Commercial Music And Mediation, Thomas Walton Moore 2017 Bard College

Look At Where You Listen: A Study Of Commercial Music And Mediation, Thomas Walton Moore

Senior Projects Spring 2017

A joint senior project submitted to the divisions of arts and social studies. This project aims to reconsider the 'album' as a format of music distribution that has effects on the consumption-of and relationship-with music as commodity. This project consists of writing and recorded-music-making. Please email tom (at) dpimusic (dot) com for a link.


The Polyrhythms Of The Ear Canal: Investigating The Human Body As An Instrument And Listening Machine Inspired By Hearing, Attention, And Alvin Lucier, Philippa Ruthe Kelmenson 2017 Bard College

The Polyrhythms Of The Ear Canal: Investigating The Human Body As An Instrument And Listening Machine Inspired By Hearing, Attention, And Alvin Lucier, Philippa Ruthe Kelmenson

Senior Projects Spring 2017

Halfway into my college career, I was asked if my attention and hearing impairments had ever benefitted me in any way. Although I refused to see it at the time, it is this exact dichotomy between hearing as passive reception and listening as active concentration that informs my musical work. From otoacoustic emissions to tinnitus frequencies, the ear is an active amplifier of its own sounds, acting as an instrument responding to sound information. To distinguish acoustic elements generated outside of the ear from those taking shape within it, we are required to internally perceive all acoustic information. But is ...


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