Work by the students of Professor Joseph DeLappe from 2005-2015 created through the Digital Media Studio at the University of Nevada, Reno and in the BFA and MFA Interdisciplinary programs.
Slides from showing of computer animation at the Imaginary Lounge, Phoenix Media, part of Animated Exeter 2010. Explores a connection from early work through the demoscene to current music video.
Slides from showing of computer animation at the Imaginary Lounge, Phoenix Media, part of Animated Exeter 2010. Explores a connection from early work through the demoscene to current music video.
The full paper is available here: https://www.academia.edu/3819637/Spreading_the_cult_body_on_YouTube_A_case_study_of_Telephone_derivative_videos
This case study of spreadability analyzes the Lady Gagamusic video "Telephone," which has been appropriated and reworked byYouTube users sharing derivative works online. What properties of the musicvideo stimulate user appropriation? What hybrid audiovisual forms areemerging from its reworking by users? In order to answer these questions,between January and August 2010, I conducted participant observation onLady Gaga's official social network profiles and collected 70 "Telephone"derivative videos on YouTube. I identified three main categories of videocreativity: (1) music (which includes covers, "me singing" videos, musicmashups, and choreography); (2) parody (in which YouTube users andcomedians humorously imitate Gaga, creating spoofs); and (3) fashion (inwhich makeup artists and amateurs appropriate the star's image to createmakeup and hair tutorials). "Telephone" has become spreadable because itintegrates dance music and choreography, costume changes, cinematicreferences, and product placements that work as textual hooks meaningful todifferent target markets: live music, dance, chick, and postmodern cinematiccultures. In particular, Gaga is a cult body that explicitly incorporates previouscinematic and pop music icons. Users are stimulated to reenact Gaga's cultbody online. On YouTube, spreadability is thus strictly related to theappropriation of cult bodies. Fans, comedians, independent musicians,fashionistas, and pop stars construct their own cult bodies by deliberatelyborrowing characteristics from previous media icons and reenacting them inonline videos in order to fulfill their expressive and professional needs.
20190625 Research at Taiwan AI Labs: Music and Speech AIYi-Hsuan Yang
A very brief introduction of what we have been working on at the AI Labs on "music AI" (specifically, automatic music composition/generation) and "speech AI" (specifically, Mandarin ASR).
As a former marketing professor and current direct, social media and digital marketing consultant, I am often asked about old school direct marketing and its rules, terms and analytics.
I created this simple direct marketing primer for a client who was looking to enter the direct mail space.
About the author:
Jim Gilbert, is the CEO of Gilbert Direct Marketing, Inc, and President of The non-profit networking and education organization - The Florida Direct Marketing Association.
Jim is a former adjunct Professor of Marketing teaching at Miami International University.
He can be reached at jim@gilbertdirectmarketing.com, or follow him on twitter: @gilbertdirect. or Linkedin: www.linkedin.com/in/jimwgilbert/en
The full paper is available here: https://www.academia.edu/3819637/Spreading_the_cult_body_on_YouTube_A_case_study_of_Telephone_derivative_videos
This case study of spreadability analyzes the Lady Gagamusic video "Telephone," which has been appropriated and reworked byYouTube users sharing derivative works online. What properties of the musicvideo stimulate user appropriation? What hybrid audiovisual forms areemerging from its reworking by users? In order to answer these questions,between January and August 2010, I conducted participant observation onLady Gaga's official social network profiles and collected 70 "Telephone"derivative videos on YouTube. I identified three main categories of videocreativity: (1) music (which includes covers, "me singing" videos, musicmashups, and choreography); (2) parody (in which YouTube users andcomedians humorously imitate Gaga, creating spoofs); and (3) fashion (inwhich makeup artists and amateurs appropriate the star's image to createmakeup and hair tutorials). "Telephone" has become spreadable because itintegrates dance music and choreography, costume changes, cinematicreferences, and product placements that work as textual hooks meaningful todifferent target markets: live music, dance, chick, and postmodern cinematiccultures. In particular, Gaga is a cult body that explicitly incorporates previouscinematic and pop music icons. Users are stimulated to reenact Gaga's cultbody online. On YouTube, spreadability is thus strictly related to theappropriation of cult bodies. Fans, comedians, independent musicians,fashionistas, and pop stars construct their own cult bodies by deliberatelyborrowing characteristics from previous media icons and reenacting them inonline videos in order to fulfill their expressive and professional needs.
20190625 Research at Taiwan AI Labs: Music and Speech AIYi-Hsuan Yang
A very brief introduction of what we have been working on at the AI Labs on "music AI" (specifically, automatic music composition/generation) and "speech AI" (specifically, Mandarin ASR).
As a former marketing professor and current direct, social media and digital marketing consultant, I am often asked about old school direct marketing and its rules, terms and analytics.
I created this simple direct marketing primer for a client who was looking to enter the direct mail space.
About the author:
Jim Gilbert, is the CEO of Gilbert Direct Marketing, Inc, and President of The non-profit networking and education organization - The Florida Direct Marketing Association.
Jim is a former adjunct Professor of Marketing teaching at Miami International University.
He can be reached at jim@gilbertdirectmarketing.com, or follow him on twitter: @gilbertdirect. or Linkedin: www.linkedin.com/in/jimwgilbert/en
Cateva detalii (haioase) despre Sf. Petru si PavelCarla Alman
Buna!
Te-ai gandit de la ce vine numele Petru, Pavel, Paul sau Paula si ce semnificatie au? Dar ca numele ales pentru copilul tau reflecta de fapt personalitatea ta? Detalii de acest gen si idei pentru mesaje cu ocazia Sf. Petru si Pavel gasesti in aceasta prezentare.
La multi ani sarbatoritilor si distractie placuta!
Affirmative pedagogies. Pablo Cortés. ECER 2013, Istanbultemerel
This is a presentation about a narrative research in Palma Palmilla, a disadvantage neighborhood in Málaga, by Pablo Cortés. It has been presented in Istanbul, as a part of the contributions of the ECER2013.
Futures, communication and social innovationMario Guillo
This paper presents the results of a comparative pilot study of images of the future in youngsters from 2 different European countries: Spain and Finland. The survey of two groups of university students -from both countries- tries to look into identified cultural values and the message sources that can influence the way we look at the (expected and desired) future.
The importance of this project, that has been developed using the web platform www.F212.org, a pilot project funded by FECYT (Spanish Foundation for Science and Technology), relies on the idea that communication and exchange of information about images of the future through social networks will empower new generations for facing the challenge of building a desired future.
New Sounds New Styles, took place on 14 Dec 2017, was a one-day exploration and celebration of immersive audio and VR, showcasing the best in current research, authoring, design and performance curated by celebrated music designer Malcolm Garrett.
New Sounds New Styles was managed by the AHRC Creative Economy Programme and supported by the Arts & Humanities Research Council and the Digital Catapult.
Curating new media in a gaming room, Transmediale 2003Isabelle Arvers
This conference was given at Transmediale in 2003 about Playtime, the gaming room of Villette Numerique, it explains why I confrontated video and computer games from the past from the present and created by artists.
For my year-long graduate school thesis, I did a series of user research studies on collections in people's homes. My goal was to develop a solution that would directly address the lack of personal investment, tangibility, and value found in digital music today.
New Media New Technology Workshop 1, Spring Semester 2015, Media Technology MSc Leiden University. See https://sites.google.com/site/newmedianewtechnology2015/
.
Similar to Joseph DeLappe's Student Work 2005-2015 (20)
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
1. Digital Media
Selected student works
2005 – 2015
Digital Media Studio, UNR
Hank and Harriet, Pete Froslie, 2005
Two robots are contained within an arena. Each has its own personality
determined by the code. Both will avoid one another and the walls; if they
approach head-on they will perform a 'dry erase dance'. Each is controlled
independently and relies on a series of three ir emitters and receivers.
2. Chuck Norris Performance Ensemble, 2006
Student conceived and led collaborative performance in Second Life. Each student was provided with the same
Chuck Norris avatar skin. The entire class then teleported randomly to locations throughout Second Life,
whereupon the multiple Chuck avatars text chatted Chuck Norris jokes in the first person.
3. Interactive Mountain Bike, Meredith Richardson, 2008
Installation using arduino and Max/MSP Jitter for recreated
experience of biking on a local MTB trail.
4. Encounter, Clint Sleeper, 2010
Interactive installation featuring night-lights that are real-time reactive
according to audio input. Audio portion of installation is a remix/mash-up of
the sound track from Close Encounters of the Third Kind.
5. Memory Museum, Audrey Love, 2010 ongoing
Projected installation of video works created for an online crowdsourcing
project.
http://www.memory-
museum.com/Memory_Museum/memory_museum.html
6. Constellated Space, Jeremy Stern, 2011
Stern is completed his MFA Interdisciplinary degree in the Spring of 2011. This is an image representing part his
installation. He carefully revealed the Sheppard Gallery’s 30 year history by painting around the bumps, paint drips
and spackle marks in concert with a motion activated arduino controlled soundscape mapping recordings from specific
points in the Truckee Meadows.
http://jeremysternart.com/index.html
7. In a Permanent Save State, Benjamin Poynter, 2012
Mobile Game
9. The Dreamer, Benjamin Poynter, 2011
Installation and downloadable computer game created with Gamemaker. Inspired by readings in
my MFA Seminar class, Poynter created a platform game that follows the story of a city council
member falling asleep just before midnight during a public meeting. In his dream he battles
various icons of contemporary life and politics. Visit Poyter’s website for further documentation
of this installation and gaming project:
http://benjaminpoynter.com/
The Peavine Spring Collection, Art 404R Art in Public Places,
2012