53,038 research outputs found

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    Sculpture and Space

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    What is distinctive about sculpture as an artform? I argue that it is related to the space around it as painting and the other pictorial arts are not. I expound and develop Langer's suggestive comments on this issue, before asking what the major strengths and weaknesses of that position might be

    Spartan Daily, January 26, 2017

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    Volume 148, Issue 1https://scholarworks.sjsu.edu/spartan_daily_2017/1000/thumbnail.jp

    Exhibiting Berthe Morisot after the Advent of Feminist Art History

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    Feminist art historians reassessed French Impressionist Berthe Morisot (1841-1895) throughout the late twentieth and early twenty-first century, a period in which her work coincidentally received steady exposure in major museum exhibitions. This thesis examines how the feminist art historical project intersects with exhibitions that give prominence to Morisotā€™s work. Critical reviews by Morisot scholars argue that more frequent display of the artistā€™s work has not correlated to nuanced interpretation. Moreover, prominent feminist scholars and museum theorists maintain that curators virtually exclude their contributions. Attending to these recurrent concerns, this thesis charts shifts in emphases and inquiry in writing centered on Morisot to survey the extent to which curators convey new constructions of her artistic, social, and historical identities. This analysis will observe how distinct exhibition formsā€”the retrospective, the Impressionism blockbuster, and the gendered ā€œwomen Impressionistsā€ showā€”may frame Morisotā€™s work differently according to their organizing principles

    Slovenian Virtual Gallery on the Internet

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    The Slovenian Virtual Gallery (SVG) is a World Wide Web based multimedia collection of pictures, text, clickable-maps and video clips presenting Slovenian ļ¬ne art from the gothic period up to the present days. Part of SVG is a virtual gallery space where pictures hang on the walls while another part is devoted to current exhibitions of selected Slovenian art galleries. The ļ¬rst version of this application was developed in the ļ¬rst half of 1995. It was based on a ļ¬le system for storing all the data and custom developed software for search, automatic generation of HTML documents, scaling of pictures and remote management of the system. Due to the fast development of Web related tools a new version of SVG was developed in 1997 based on object-oriented relational database server technology. Both implementations are presented and compared in this article with issues related to the transion between the two versions. At the end, we will also discuss some extensions to SVG. We will present the GUI (Graphical User Interface) developed specially for presentation of current exhibitions over the Web which is based on GlobalView panoramic navigation extension to developed Internet Video Server (IVS). And since SVG operates with a lot of image data, we will confront with the problem of Image Content Retrieval

    Images of Power, Images of War: Schmucker Art Galleryā€™s New Exhibit

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    Bodies in Conflict: From Gettysburg to Iraq is a brand new exhibit in Schmucker Art Gallery at Gettysburg College. Curated by Mellon Summer Scholar Laura Bergin ā€™17, it features eleven depictions of bodies engaged in various conflicts in U.S. history, ranging from the Civil War to the war in Iraq. In addition to curating the physical exhibit found in Schmucker Art Gallery, Bergin also created a virtual version, which can be accessed online through the Schmucker Gallery web page. Of particular interest to those interested in the Civil War are two of the oldest pieces in the collection, a lithograph depicting Pennsylvania Bucktails engaging with ā€œStonewallā€ Jacksonā€™s men and stenograph images that depict the aftermath of the Battle of Gettysburg. [excerpt

    Bioart: Transgenic art and recombinant theatre

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    #MobilePhotoNow: Two Art Worlds, One Hashtag

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    In the winter of 2015, the Columbus Museum of Art (CMA) co-curated an exhibition with the loose-knit mobile photography collective known as JJ Community. #MobilePhotoNow included images created in response to a series of prompts and shared on the photo sharing and social networking application InstagramĀ®. The exhibition reflected a community-based curatorial practice (Keys & Ballengee-Morris, 2001) demonstrating new possibilities for participatory art and culture in the age of social media. This portrait of how the project came to be is presented as an example of how art world factions might be brought together, in both virtual and real spaces, through interactive technologies and practices
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