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In times of fast paced technology, the ability to differentiate quality differences between a reproduction and an original work of art has new urgency. The use of digital reproductions in the classroom is a useful and convenient teaching tool, but can convey visual distortions specifically in regards to texture,

In times of fast paced technology, the ability to differentiate quality differences between a reproduction and an original work of art has new urgency. The use of digital reproductions in the classroom is a useful and convenient teaching tool, but can convey visual distortions specifically in regards to texture, size, and color. Art educators often struggle to achieve a balance between incorporating the use of digital technology and fostering an appreciation for experiences with original artworks. The purpose of this study was to examine the ways in which Dewey's theory of experiential learning explains how thoroughly high school students differentiate between a reproduction and original artwork. This study also explored the influences of painting style (realistic or semi-abstract) and sequence on a student's ability to identify the differences and select a preference between the reproduction and original artwork. To obtain insight into how a student is able to differentiate between a reproduction and an original artwork, this study engaged 27 high school student participants in viewing a digital reproduction and the respective original artwork of one realistic and one semi-abstract painting at the ASU Art Museum. Analysis of qualitative and quantitative data suggests that sequence influences a student's ability to differentiate between a reproduction and original artwork. Students who saw reproductions before viewing the originals, demonstrated a more comprehensive understanding of the differences between the two presentation formats. Implications of this study include the recommendation that art educators address definitional issues surrounding the terms original and reproduction in their teaching, and consider collaborative ways to prepare students for meaningful experiences with original artworks.
ContributorsUscher, Dawn (Author) / Erickson, Mary (Thesis advisor) / Stokrocki, Mary (Committee member) / Young, Bernard (Committee member) / Arizona State University (Publisher)
Created2011
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This study aimed to understand, compare and describe details about U.S children and Taiwanese children's visual image reading. The researcher interviewed thirty children ages 8 to 10 in the state of Arizona and Taiwan. The researcher employed quantitative and qualitative methods to analyze the data. The analysis using these two

This study aimed to understand, compare and describe details about U.S children and Taiwanese children's visual image reading. The researcher interviewed thirty children ages 8 to 10 in the state of Arizona and Taiwan. The researcher employed quantitative and qualitative methods to analyze the data. The analysis using these two methods provided different ways of comprehending the data. The results showed that the two groups of children's image reading did not have statistically significant differences in most categories; but there were demonstrable trends and viewpoints employed when both groups of children explained the details of the images. First, the children expressed what they saw in the images in six ways. The U.S. children were more able to describe contexts with self-experiences/opinions and/or associations than the Taiwanese children. Second, when interpreting the meanings, the Taiwanese children understood the concepts of the images better than the U.S. group. The U.S. children were more critical and expressed self-opinions/associations more. Third, when asked preferences, the U.S. children paid more attention to identify their favorites and express feeling the images brought to them. The Taiwanese children cared more about style and form. Fourth, when judging the images, the U.S. children emphasized the artist's devotion to creating while Taiwanese children considered the form, composition, colors, structure, design, and composition. The results also indicated that the children decided their preferences and their judgments of artworks might be based on multiple viewpoints instead of a single one, especially for the Taiwanese children. Some cultural differences between the two groups of children and their image readings were presented, such as, cultural differences made children have different learned symbolism.
ContributorsChiou, Yu-ting (Author) / Young, Bernard (Thesis advisor) / Margolis, Eric (Committee member) / Stokrocki, Mary (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Stroke is a leading cause of disability with varying effects across stroke survivors necessitating comprehensive approaches to rehabilitation. Interactive neurorehabilitation (INR) systems represent promising technological solutions that can provide an array of sensing, feedback and analysis tools which hold the potential to maximize clinical therapy as well as extend therapy

Stroke is a leading cause of disability with varying effects across stroke survivors necessitating comprehensive approaches to rehabilitation. Interactive neurorehabilitation (INR) systems represent promising technological solutions that can provide an array of sensing, feedback and analysis tools which hold the potential to maximize clinical therapy as well as extend therapy to the home. Currently, there are a variety of approaches to INR design, which coupled with minimal large-scale clinical data, has led to a lack of cohesion in INR design. INR design presents an inherently complex space as these systems have multiple users including stroke survivors, therapists and designers, each with their own user experience needs. This dissertation proposes that comprehensive INR design, which can address this complex user space, requires and benefits from the application of interdisciplinary research that spans motor learning and interactive learning. A methodology for integrated and iterative design approaches to INR task experience, assessment, hardware, software and interactive training protocol design is proposed within the comprehensive example of design and implementation of a mixed reality rehabilitation system for minimally supervised environments. This system was tested with eight stroke survivors who showed promising results in both functional and movement quality improvement. The results of testing the system with stroke survivors as well as observing user experiences will be presented along with suggested improvements to the proposed design methodology. This integrative design methodology is proposed to have benefit for not only comprehensive INR design but also complex interactive system design in general.
ContributorsBaran, Michael (Author) / Rikakis, Thanassis (Thesis advisor) / Olson, Loren (Thesis advisor) / Wolf, Steven L. (Committee member) / Ingalls, Todd (Committee member) / Arizona State University (Publisher)
Created2014