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Simultaneously culture heroes and stumbling buffoons, Tricksters bring cultural tools to the people and make the world more habitable. There are common themes in these figures that remain fruitful for the advancement of culture, theory, and critical praxis. This dissertation develops a method for opening a dialogue with Trickster figures.

Simultaneously culture heroes and stumbling buffoons, Tricksters bring cultural tools to the people and make the world more habitable. There are common themes in these figures that remain fruitful for the advancement of culture, theory, and critical praxis. This dissertation develops a method for opening a dialogue with Trickster figures. It draws from established literature to present a newly conceived and more flexible Trickster archetype. This archetype is more than a collection of traits; it builds on itself processually to form a method for analysis. The critical Trickster archetype includes the fundamental act of crossing borders; the twin ontologies of ambiguity and liminality; the particular tactics of humor, duplicity, and shape shifting; and the overarching cultural roles of culture hero and stumbling buffoon. Running parallel to each archetypal element, though, are Trickster's overarching critical spirit of Quixotic utopianism and underlying telos of manipulating human relationships. The character 'Q' from Star Trek: The Next Generation is used to demonstrate the critical Trickster archetype. To be more useful for critical cultural studies, Trickster figures must also be connected to their socio-cultural and historical contexts. Thus, this dissertation offers a second set of analytics, a dialogical method that connects Tricksters to the worlds they make more habitable. This dialogical method, developed from the work of M. M. Bakhtin and others, consists of three analytical tools: utterance, intertextuality, and chronotope. Utterance bounds the text for analysis. Intertextuality connects the utterance, the text, to its context. Chronotope suggests particular spatio-temporal relationships that help reveal the cultural significance of a dialogical performance. Performance artists Andre Stitt, Ann Liv Young, and Steven Leyba are used to demonstrate the method of Trickster dialogics. A concluding discussion of Trickster's unique chronotope reveals its contributions to conceptions of utopia and futurity. This dissertation offers theoretical advancements about the significance and tactics of subversive communication practices. It offers a new and unique method for cultural and performative analyses that can be expanded into different kinds of dialogics. Trickster dialogics can also be used generatively to direct and guide the further development of performative praxis.
ContributorsSalinas, Chema (Author) / de la Garza, Amira (Thesis advisor) / Carlson, Cheree (Committee member) / Olson, Clark (Committee member) / Ellsworth, Angela (Committee member) / Arizona State University (Publisher)
Created2013
Description
‘why we bend' a Bachelor of Fine Arts honors thesis exhibition by Ximenna Hofsetz and Tiernan Warner brings together installation, digital, sculptural, and printed artwork. The main focus concerns memory; and its vague, formless, and hazy nature. The work also examines what would happen if cognitive space could

‘why we bend' a Bachelor of Fine Arts honors thesis exhibition by Ximenna Hofsetz and Tiernan Warner brings together installation, digital, sculptural, and printed artwork. The main focus concerns memory; and its vague, formless, and hazy nature. The work also examines what would happen if cognitive space could be physically mapped? What would it look like in sculptural form? Memory erodes and distorts with time. We influence our memories as much as they affect us. Thus, just as relationships are ever-changing, and our memories of those we interact with constantly shifting, our relationships with our own memories are malleable and evolve through time. This transient nature of memory is depicted in the various stylistic means of this exhibition by referencing time and space as well as personal memories and ephemera in both concrete and abstract ways. ‘why we bend’ implements a variety of multimedia techniques to examine recollection and its hold on us.
ContributorsHofsetz, Ximenna Cedella (Author) / Gutierrez, Rogelio (Thesis director) / Hood, Mary (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / School of Art (Contributor)
Created2014-12
Description
Language is powerful. The words we use define our perceptions. They label what we see and paint a picture for those with whom we are communicating. Words serve as heuristic when assigning value to an object, experience, or person. My thesis, Eye of the BeholdHer, focuses on the language used

Language is powerful. The words we use define our perceptions. They label what we see and paint a picture for those with whom we are communicating. Words serve as heuristic when assigning value to an object, experience, or person. My thesis, Eye of the BeholdHer, focuses on the language used in American pop-culture to describe women. I comment on the dehumanization of women through the use of animal names used to describe personality, appearance, and genitalia, as well as the way the English language implies domestication and inferiority of women through the use of the certain words. Examples include, but are not limited to: bitch , chick, pussy, beaver, cougar, catty, heifer, old bat, mousy, foxy, and vixen. Eye of the Behold(her) reflects upon my observations and calls for social change. Eye of the BeholdHer is a call for action. It is time to make conscious word choices and realize the impact words have on shaping our society. It is time for us to empowHer through words.
ContributorsGibly, Sophia (Author) / Maxwell, Kathryn (Thesis director) / Ellsworth, Angela (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Art (Contributor)
Created2014-05
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This paper is a supplement to our interactive algorithmic art generator project which can be found at weiverlyroe.github.io/waverlyplace. For this thesis, we demonstrate how with certain input we can algorithmically generate art, specifically a playable random maze with exactly one solution. We explore interactive and algorithmic art and how our

This paper is a supplement to our interactive algorithmic art generator project which can be found at weiverlyroe.github.io/waverlyplace. For this thesis, we demonstrate how with certain input we can algorithmically generate art, specifically a playable random maze with exactly one solution. We explore interactive and algorithmic art and how our mazes are a form of both. Through examining several maze generation algorithms, we show that an ideal representation of a single-solution maze, called a perfect maze, is a spanning tree of a planar graph. The final algorithm is a re-imagining of Kruskal's Minimum Spanning Tree Algorithm with these adjustments: (1) potential edges are ordered randomly rather than sorted and (2) certain edges are forced in the maze in order for the wall structure to display the player's text input. Lastly, we discuss improvements which could be made and features which we plan to add to the project in the future.
ContributorsRoeger, Waverly Wu (Author) / Richa, Andrea (Thesis director) / Ellsworth, Angela (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12