In the pre-digital age of cinema, animated and live-action film shared a technological basis in photography and they continue to share a basis in digital technology. This fact limits the capacity for technological inquiries to explain the persistent distinction between animated and live-action film, especially when many scholars in film and media studies agree that all moving image media are instances of animation. Understanding the distinction in aesthetic terms, however, illuminates how animation reflexively addresses aesthetic experience and its function within contexts of technological, environmental, and socio-cultural change. “Animating Aesthetics: Pixar and Digital Culture” argues that the aesthetics that perpetuate the idea of anima...
The Technological Singularity represents a confluence of techno-cultural narratives of progress in w...
Kaneza Schaal is a New York City-based theater artist who consistently utilizes a collaborative and ...
This paper addresses the question: (1) what are the limitations of video game preservation and video...
Quest for Fire is the result of two years of theoretical and studio-based research on the current s...
Although surrealism was short lived, the impact on popular culture is ongoing. Analyzing this impact...
This thesis explores the similarities of video game design elements within the world of theatrical s...
Amazonian Visions is a practice-based research project that finds associations between the concepts ...
This creative practice-based research was conducted in Wellington, Aotearoa New Zealand, the home o...
Through a case study of Pixar Animation Studios, McCulloch offers an exploration of the relationship...
Recognized as the fourth industrial revolution, Artificial Intelligence is poised to take the film i...
This dissertation project works to introduce and interrogate a phenomenon I am calling cartoon corpo...
Illuminates is a video mapping installation that explores the aesthetic of abstract animation. The a...
The goal of this thesis is to illustrate the importance of video art through a spatial and aesthetic...
This thesis seeks to explore the way in which invisibility as a concept becomes explicitly housed wi...
This dissertation draws on the artistic traditions of seventeenth-century Baroque and nineteenth-cen...
The Technological Singularity represents a confluence of techno-cultural narratives of progress in w...
Kaneza Schaal is a New York City-based theater artist who consistently utilizes a collaborative and ...
This paper addresses the question: (1) what are the limitations of video game preservation and video...
Quest for Fire is the result of two years of theoretical and studio-based research on the current s...
Although surrealism was short lived, the impact on popular culture is ongoing. Analyzing this impact...
This thesis explores the similarities of video game design elements within the world of theatrical s...
Amazonian Visions is a practice-based research project that finds associations between the concepts ...
This creative practice-based research was conducted in Wellington, Aotearoa New Zealand, the home o...
Through a case study of Pixar Animation Studios, McCulloch offers an exploration of the relationship...
Recognized as the fourth industrial revolution, Artificial Intelligence is poised to take the film i...
This dissertation project works to introduce and interrogate a phenomenon I am calling cartoon corpo...
Illuminates is a video mapping installation that explores the aesthetic of abstract animation. The a...
The goal of this thesis is to illustrate the importance of video art through a spatial and aesthetic...
This thesis seeks to explore the way in which invisibility as a concept becomes explicitly housed wi...
This dissertation draws on the artistic traditions of seventeenth-century Baroque and nineteenth-cen...
The Technological Singularity represents a confluence of techno-cultural narratives of progress in w...
Kaneza Schaal is a New York City-based theater artist who consistently utilizes a collaborative and ...
This paper addresses the question: (1) what are the limitations of video game preservation and video...