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Art and Design Commons

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Articles 1 - 8 of 8

Full-Text Articles in Art and Design

Kat Holmes, Mismatch: How Inclusion Shapes Design (2018), Daniele Savasta Jan 2020

Kat Holmes, Mismatch: How Inclusion Shapes Design (2018), Daniele Savasta

Markets, Globalization & Development Review

No abstract provided.


A Research Program For Studying Lams And Community In The Digital Age, Andreas Vårheim, Roswitha Skare, Noah Lenstra, Kiersten F. Latham, Geir Grenersen Dec 2018

A Research Program For Studying Lams And Community In The Digital Age, Andreas Vårheim, Roswitha Skare, Noah Lenstra, Kiersten F. Latham, Geir Grenersen

Proceedings from the Document Academy

The paper outlines a research effort into the changing representations, policies, strategies, activities, and practices of libraries, archives, and museums (LAMs) in the digital age. Comprehensive social changes including big slow-moving processes, such as aging populations, global migration, technological change, and environmental change, expose communities and LAM institutions to vulnerabilities. How do the institutions handle vulnerabilities, how do they become more resilient, and how do they contribute to building the resilience of their local communities?


Fake Or Visual Trickery? Understanding The Quantitative Visual Rhetoric In The News, Rohit Mehta, Lynette Deaun Guzmán Nov 2018

Fake Or Visual Trickery? Understanding The Quantitative Visual Rhetoric In The News, Rohit Mehta, Lynette Deaun Guzmán

Journal of Media Literacy Education

In online and video/television spaces, news media discourses incorporate multimodal design as a discursive move capable of steering meaning toward desirable implications. Around the 2016 U.S. presidential elections, while polarized news outlets made their positionality on the candidates obvious, more neutral or central news outlets revealed their preferences through subtle multimodal design choices. One of these design choices is using a quantitative visual rhetoric: persuasive multimodal moves that draw on quantification through visual, spatial, and textual manipulation—involving the choice of data representation, visual images, and illustrations, (im)balance between numeric and alphabetic texts, and general quantitative narrative ...


Hackers And The Dark Net: A Look Into Hacking And The Deep Web, Danielle Lefrancois, Christina Reilly, Russell Munn, Andy Strasel, Jess Garcia, Lindsey Chiles May 2018

Hackers And The Dark Net: A Look Into Hacking And The Deep Web, Danielle Lefrancois, Christina Reilly, Russell Munn, Andy Strasel, Jess Garcia, Lindsey Chiles

James Madison Undergraduate Research Journal (JMURJ)

The dark web is notorious for the illicit activities it facilitates, including human trafficking, narcotics and weapons sales, and illegally obtained information transfers. In order to combat this constant, invisible threat to security, governments and experts have called for tougher legislation and increased surveillance. But on the opposite end of all this crime and villainy lie persecuted groups who use the dark web and the anonymity it affords to protect themselves from retaliation. This article uses Atavist’s digital storytelling medium to explore how hackers “hack” the web, ethical questions surrounding the dark web, and policy solutions to cyber security.


Feminist Theory And Technical Communication, Olivia Duffus Nov 2016

Feminist Theory And Technical Communication, Olivia Duffus

Channels: Where Disciplines Meet

This essay explores feminism, socially-constructed norms, and the relationship between feminism and technical communication. It argues that undergraduate technical communication programs should include courses that study feminist history and theories as related to the field, claiming that studying feminist theory will improve user-centered design and broaden students' spheres of influence as professionals.


The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen Sep 2014

The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen

Oglethorpe Journal of Undergraduate Research

In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an ...


Review: Arts, Media And Justice: Multimodal Explorations With Youth (2013), Kelsey Greene Mar 2014

Review: Arts, Media And Justice: Multimodal Explorations With Youth (2013), Kelsey Greene

Journal of Media Literacy Education

No abstract provided.


Library Home Page Design: The Artist-Librarian Perspective, Virginia C. Feher Apr 2010

Library Home Page Design: The Artist-Librarian Perspective, Virginia C. Feher

Georgia Library Quarterly

The article focuses on a library home page that is designed from the artist-librarian perspective. It cites the need to include promotional features on a page to advertise resources available from the Web site and sponsored events. It notes that the application of the basic principles of art such as emphasis, harmony and movement is important for a successful composition of the page. Also stated is the use of color on a home page which, according to the author, can result in a page that is vibrant while supportive of the delivery of information.