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- Title
- Scenographia: investigations of line, light and the theatricality in the micro-scale.
- Creator
- Matsi, Sofâia., Dorothy F. Schmidt College of Arts and Letters, Department of Visual Arts and Art History
- Abstract/Description
-
Informed by my training in the physical sciences, my thesis show presents results of research on the elements of line and dramatic staging. My process is documented through the experimental grounds of my sketchbooks. Originating from observational drawings of organic forms, my fascination with line quality and my desire for theatrical settings propelled these drawings to acquire a three dimensional presence. Through constructed book formats, staged micro-scenes, and photographs, I test my...
Show moreInformed by my training in the physical sciences, my thesis show presents results of research on the elements of line and dramatic staging. My process is documented through the experimental grounds of my sketchbooks. Originating from observational drawings of organic forms, my fascination with line quality and my desire for theatrical settings propelled these drawings to acquire a three dimensional presence. Through constructed book formats, staged micro-scenes, and photographs, I test my extracted, abstract forms in varying intimate environments. I control these worlds through scale, space and lighting, and I observe and record how they behave. I gather data through a methodical process that is infused with the empirical instincts I developed as a scientist. I express the resulting distilled organic forms in the most theatrical way I can invent.
Show less - Date Issued
- 2011
- PURL
- http://purl.flvc.org/FAU/3171721
- Subject Headings
- Art and technology, Popular culture, Drawing, Technique, Installations (Art)
- Format
- Document (PDF)
- Title
- Dhayam VR: Adapting a Traditional Board Game into a Virtual Reality Experience.
- Creator
- Ramachendran Selvaraj, Monisha, Maraffi, Christopher, Florida Atlantic University, School of Communication and Multimedia Studies, Dorothy F. Schmidt College of Arts and Letters
- Abstract/Description
-
Ancestral forms of entertainment were not only meant as a pastime but also to carry forward the cultural values and stories over generations. With the ease of access to the technologically advanced and immersive games, we do not necessarily opt for traditional board games that are a representation of our culture. Dhayam VR is an amalgamation of a traditional Indian board game and virtual reality technology. Inspired by the story of Mahabharata – a Hindu epic, it creates an expressive,...
Show moreAncestral forms of entertainment were not only meant as a pastime but also to carry forward the cultural values and stories over generations. With the ease of access to the technologically advanced and immersive games, we do not necessarily opt for traditional board games that are a representation of our culture. Dhayam VR is an amalgamation of a traditional Indian board game and virtual reality technology. Inspired by the story of Mahabharata – a Hindu epic, it creates an expressive, educative, and entertaining experience. It provides an opportunity to contribute toward keeping traditional and cultural values alive, in a more expressive form using the latest technologies which are relatable to the current and future generations.
Show less - Date Issued
- 2020
- PURL
- http://purl.flvc.org/fau/fd/FA00013499
- Subject Headings
- Virtual reality, Board games, Mahābhārata--Adaptations, Culture and technology, Dice games--India
- Format
- Document (PDF)
- Title
- Pop Cultures: A Comparative Analysis of the American and South Korean Record Industries.
- Creator
- Marchand, Kanel, Abrams, Ira, Florida Atlantic University, College of Business, Department of Music
- Abstract/Description
-
As the oldest recording industry in the world, the United States has set industry standards regarding record labels, publishing, live entertainment and music services. Since the beginning of the 20th century, American music has become a staple in worldwide pop culture, spreading to all four corners of the world. Indeed, the U.S. music industry has held the number one position in the ranking of the world’s top 10 largest music markets since its first record label, Columbia Records, was founded...
Show moreAs the oldest recording industry in the world, the United States has set industry standards regarding record labels, publishing, live entertainment and music services. Since the beginning of the 20th century, American music has become a staple in worldwide pop culture, spreading to all four corners of the world. Indeed, the U.S. music industry has held the number one position in the ranking of the world’s top 10 largest music markets since its first record label, Columbia Records, was founded in 1887. However, a relatively new genre of music is rapidly taking over the world’s pop music scene: South Korean pop music, otherwise known as K-pop. This thesis analyzes the similarities and differences between the two diverse music industries – with an emphasis on pop music – by first delving into the copyright and recording aspects of the business, followed by identifying key differences in each industry’s standards and aesthetics, and finally examining media consumption and marketing implications in the two countries.
Show less - Date Issued
- 2017
- PURL
- http://purl.flvc.org/fau/fd/FA00004851, http://purl.flvc.org/fau/fd/FA00004851
- Subject Headings
- Music trade--Standards--United States., Music trade--Standards--Korea (South), Music trade--Technological innovations., Popular culture--United States--History and criticism., Popular culture--Korea (South)--History and criticism., Music and globalization--Korea (South), Popular culture and globalization--Korea (South)
- Format
- Document (PDF)