<?xml version="1.0" encoding="UTF-8"?>
<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns="http://purl.org/rss/1.0/" xmlns:dc="http://purl.org/dc/elements/1.1/">
  <channel rdf:about="https://www.um.edu.mt/library/oar/handle/123456789/70437">
    <title>OAR@UM Collection:</title>
    <link>https://www.um.edu.mt/library/oar/handle/123456789/70437</link>
    <description />
    <items>
      <rdf:Seq>
        <rdf:li rdf:resource="https://www.um.edu.mt/library/oar/handle/123456789/76869" />
        <rdf:li rdf:resource="https://www.um.edu.mt/library/oar/handle/123456789/76867" />
        <rdf:li rdf:resource="https://www.um.edu.mt/library/oar/handle/123456789/76750" />
        <rdf:li rdf:resource="https://www.um.edu.mt/library/oar/handle/123456789/75858" />
      </rdf:Seq>
    </items>
    <dc:date>2026-06-30T17:10:18Z</dc:date>
  </channel>
  <item rdf:about="https://www.um.edu.mt/library/oar/handle/123456789/76869">
    <title>Heightening the visual experience of dimension in Hyperrealist painting : investigating the simulation of space, form and dimension in Hyperrealist painting through the aid of stereoscopic methods and technology</title>
    <link>https://www.um.edu.mt/library/oar/handle/123456789/76869</link>
    <description>Title: Heightening the visual experience of dimension in Hyperrealist painting : investigating the simulation of space, form and dimension in Hyperrealist painting through the aid of stereoscopic methods and technology
Abstract: The aim of this study was to explore and investigate whether stereoscopic methods and &#xD;
technology could be applied to Hyperrealist painting in the attempt to enhance pictorially &#xD;
the sense of space, form and dimension. This was done through the study of various fields &#xD;
of knowledge primarily neurology, stereography, painting techniques and theory. The study &#xD;
focused in bringing these areas together in the attempt to successfully create hyperrealist &#xD;
paintings that can be viewed in three-dimension when viewed with appropriated 3D &#xD;
glasses. Another priority was to embed this research in the contemporary art context by &#xD;
studying the implications of hyperreality in today's modern society. Specific methods were &#xD;
studied and developed by merging together stereoscopic technology and painting &#xD;
techniques. The research conducted showed that three dimensional paintings possible.
Description: M.A.DIG.ARTS</description>
    <dc:date>2013-01-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="https://www.um.edu.mt/library/oar/handle/123456789/76867">
    <title>Extending on-screen time : investigating the effect of slow motion on the viewer</title>
    <link>https://www.um.edu.mt/library/oar/handle/123456789/76867</link>
    <description>Title: Extending on-screen time : investigating the effect of slow motion on the viewer
Abstract: "It's a well-known fact that everything looks cooler in slow motion" This was a youtube &#xD;
video description of a compilation of slow motion videos and films, mostly related to sports. Most &#xD;
of the people you would ask would generally agree with such a comment. Thus the question arises; &#xD;
Does slow motion innately transform a visual into a more beautiful, romantic or more emotionally &#xD;
engaging scene? The purpose of this research is to delve into the reasons for such a comment and &#xD;
analyse this filmmaking technique in its various uses in the visual media. It will investigate why &#xD;
filmmakers choose this visual effect so frequently in their productions. Extending on-screen time is &#xD;
a practice based research which will investigate the way extended time in visual art changes the &#xD;
perception of the image and sequential narrative when compared to real-time imagery. The project &#xD;
part of this paper was to produce a short film intended to be viewed in slow motion whilst the &#xD;
research part of this paper will use quantitative and qualitative research methods to answer the &#xD;
question of whether the viewer sees and engages differently with slow motion visuals rather than &#xD;
with real time visuals.
Description: M.A.DIG.ARTS</description>
    <dc:date>2013-01-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="https://www.um.edu.mt/library/oar/handle/123456789/76750">
    <title>Investigation into experimental, digital video art based on the five states of consciousness of non-dual eastern philosophy and including integral art analysis</title>
    <link>https://www.um.edu.mt/library/oar/handle/123456789/76750</link>
    <description>Title: Investigation into experimental, digital video art based on the five states of consciousness of non-dual eastern philosophy and including integral art analysis
Abstract: The title of this MF A Digital Art practice based thesis is Investigation into experimental, &#xD;
digital video art based on the jive states of consciousness of non-dual eastern philosophy and &#xD;
including integral art analysis. The thesis focuses on several questions: What is &#xD;
consciousness? What are the five states of consciousness? How can a digital video &#xD;
communicate the five states of consciousness by use of a metaphor and be analysed using an &#xD;
integral approach? The aim is the creation of a digital video based on non-dual philosophy &#xD;
and an evaluation of the artwork using integral mi analysis. The theoretical foundation &#xD;
comprises two non-dual eastern philosophies; Advaita Vedanta and Kashmir Shaivism, the &#xD;
bases for the five states of consciousness; waking, witness, dream, deep sleep and non-dual. &#xD;
Techniques in film/video theory and aesthetics inform the practical project; the Sea of &#xD;
Consciousness video. Qualitative open-ended interviews with experts are based primarily on &#xD;
video technique. Integral mi analysis theory inclusive of; the subjective (interior) or 'I' &#xD;
perspective (the artist's view in the artwork and their reflections about the artwork), the &#xD;
objective (exterior) 'it' perspective (the artwork itself), the subjective (interior) 'we' or &#xD;
(theoretical, cultural view of the artwork) and the objective (exterior) 'it is' perspective &#xD;
(viewer/expert's response to the artwork) are used to analyse the practical project from a &#xD;
multitude of perspectives. The video's visual imagery communicates each of the five states of &#xD;
consciousness from the artist's philosophical, technical and aesthetic perspective. The other &#xD;
three viewpoints are informative and perspective widening towards the acquirement of &#xD;
knowledge in the creation and analysis of the digital video.
Description: M.A.DIG.ARTS</description>
    <dc:date>2013-01-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="https://www.um.edu.mt/library/oar/handle/123456789/75858">
    <title>The motivisual project</title>
    <link>https://www.um.edu.mt/library/oar/handle/123456789/75858</link>
    <description>Title: The motivisual project
Abstract: This is the supporting thesis for the MFA Digital Art Project titled Motivisual &#xD;
a visual music installation. The introduction presents the question supporting the &#xD;
project; What is the power of the audio visual us a motivational tool? I will present a &#xD;
video installation composed of an elliptical exercise machine, a screen with a looping &#xD;
video featuring four minutes of visuals for music. Literary' and visual research &#xD;
focuses on the power of media, music and the motivational image as the synchronised &#xD;
audio-visual medium, advertising, appropriation and montage technique. &#xD;
The Dissertation starts by introducing the sphere of visuals for music and its &#xD;
various functions as the music has become electronic. Music is scientifically proven &#xD;
as a tool for motivation in fitness. Research looks at electronic music, specifically &#xD;
techno, as an industrial genre and its relation to motivation. I propose the use of &#xD;
combined media, as in the audio visual for an even greater source of motivation than &#xD;
music or visuals presented singularly. Media is used as extrinsic motivation and the &#xD;
possible consequences of this are the hypothetical enslavement to media; there is the &#xD;
idea that visual culture creates a world where everything is a spectacle. The &#xD;
installation has undercurrents related to Marxist ideologies and also refers to Guy &#xD;
Debord, and Jean Baudrillard as a philosophical starting point to the concept I will &#xD;
be looking at the method of selecting content through interactive collaboration &#xD;
through interviews and surveys, the technique behind the filming, editing and some &#xD;
legal info on appropriation.
Description: M.A.DIG.ARTS</description>
    <dc:date>2013-01-01T00:00:00Z</dc:date>
  </item>
</rdf:RDF>

