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Whispers from Above is a creative project that aims to normalize the conversation and validate the emotional experience of grief, through the use of art therapies. Art therapy can be expressive in which someone creates their own work, such as visual art, poetry, performance, music, movement, etc. Art therapy can also be receptive in which someone analyzes and understands someone else's artwork. This project was released on SoundCloud in order to make grief resources more accessible to all and to build an online community.<br/><br/>Whispers from Above worked with twelve poets, fifteen artists, six different interviewees, and multiple musicians to create a month of grief support. The finale piece of Whispers from Above was devised from the twenty-nine poems used within this month-long healing journey. All the individual poems were woven into a single devised poem to be presented as the final piece symbolizing that no one is alone in grief.<br/><br/>Whispers from Above is creative community exploration of grief, loss, and death in which we hope contributors, and listeners find solace and support. This series will exist on SoundCloud after March 27th, 2021 with a monthly release of a poem or interview accompanied by art, and music.
My project is designed to provide art education to incarcerated youth in Arizona. This project will address two current issues in Arizona; the underfunding of art programs and high rates of incarceration. As of 2021, there are no state-funded art programs in Arizona. Arizona is tied with Texas for the eighth highest rate of incarceration in the country. In Arizona, 750 out of every 100,000 people are incarcerated. This project is an art course for incarcerated youth. The project includes a packet detailing the course content and assignment details, a class syllabus, a course flyer, and a certificate of completion. The course is intended to be taught at the Adobe Mountain School facility. The course is designed so that it can be implemented in other facilities in the future. The class will be taught by volunteers with a background in studio art, design, or art education. Each student will receive a course packet that they can use to keep track of information and assignments. Instructors will use the course packet to teach the class. The course focuses on drawing with charcoal and oil pastel, which will build a foundation in drawing skills. The course covers a twelve-week semester. The course content packet includes a week-by-week breakdown of the teaching material and project descriptions. The course consists of two main projects and preparatory work. The preparatory work includes vocabulary terms, art concepts, drawing guides, brainstorming activities, and drawing activities. The two main prompts are designed for students to explore the materials and to encourage self-reflection. The class is curated so that students can create art in a low-risk, non-judgemental environment. The course will also focus on establishing problem-solving and critical thinking skills through engaging activities.
This creative project examines identity, autonomy, and social hierarchy by manipulating the traditions and iconography of female figural painting. Female identity and autonomy is often marked by a tense relationship between the self and the body. Socially acceptable self-expression of one's behavior, body, and desires is strictly regulated within a set of often paradoxical parameters that repress abject, 'animal' behaviors. This series of three paintings reacts to this culture of restraint and repression by exposing the body to nature once more, finding catharsis in annihilation and the destruction of boundaries between the Self and the Other. The human body is depicted as a host for animal life cycles, exploring the duality of creating and supporting life while simultaneously being destroyed. Animals that embody socially unacceptable behaviors are brought crashing back into the human form, reuniting the idealized, contrived female figure with an expressive, imperfect nature and sense of self. Hybridized animal-human relationships in the paintings break down the falsely hierarchical distinction between 'humans' and 'animals' that distances and privileges humanity from that which is considered primitive. By releasing the human body to the uncomplicated consumptive and reproductive forces of ‘trash’ animals in these paintings, the work challenges how the worth of existence is socially defined, instead affirming that all life has some inherent value distinct from its transactional worth to society at large. This celebration of the grotesque shakes off repressive social constructs, offering a unique form of catharsis and agency.
The medium of film and television has become more prevalent in society than ever before. It pushes the boundaries of what technology can do and what realities mankind can explore. However, with their rapid expansion, the bounds by which society deems this medium as ethical or unethical, simplified as real or fiction, has become a lot hazier, daresay, inconsequential. While some facets of the medium strive and continue to focus on ethical practices (such as documentary work), others base their work loosely on those real experiences (e.g. “Based on a True Story”) or are wholly exaggerated or fabricated. With this in mind, it probes the question: Does research have a place in nonfiction storytelling? This thesis explores this premise, arguing that the more a story is researched and truthful to its subject matter, the better and more entertaining it will become.
For my Spring 2022-23 Barrett Honors College creative project, I designed and created my own analog game. The created game is a tile-management game for 2-4 players called Plash. Players collect tiles and manipulate the board to complete goals and win the game. The paper for this project details the inspirations and research done for the game’s design, the game's design journey, and detailed instructions on how to play.
For my creative project thesis, I have designed and developed a video game called Amity Academy. Amity Academy is a strategic resource management simulator that aims to subvert genre expectations and challenge generally accepted definitions of success and leadership both in-game and in the real world. It does so by moving the focus away from amassing large amounts of in-game currencies and becoming politically or militarily dominant towards caring for the denizens of the social unit the player controls. The player acts as an administrator at a school where they must make decisions on how to best run the institution. Although they are allowed to lead the school however they see fit, the emphasis is on prioritizing strong interpersonal and intracommunity relationships and connections and the wellbeing and happiness of those under their ward. Amity Academy is also part of the newly-emerging “wholesome” or “comfy” game genre. Unlike serious strategy games that can be stressful, Amity Academy presents a self-paced, low-stakes situation. This mood is further encouraged by calming environmental noises and music, a gentle color palette, and a charming art style. The game feels domestic and quaint, almost reminiscent of a Jane Wooster Scott or Mary Singleton painting. You can download and play Amity Academy here: https://mvaughn8.itch.io/amity-academy
"Calico" takes a look at the Japanese art form of "Manga" and what makes it stand out from similar art forms seen in the west such as comic books and graphic novels. After researching art techniques and the history leading up to modern manga practices, "Calico" summarizes it all together in the form of a manga itself. The story of "Calico" uses manga art techniques to tell the story of a young girl who finds solace in a street cat following the death of her mother.