Academic literature on the topic 'Yosemite National Park (Calif.) in art'

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Journal articles on the topic "Yosemite National Park (Calif.) in art"

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Ainsworth, Peter. "Between real and virtual, map and terrain: ScanLab Projects, Post-lenticular Landscapes." Philosophy of Photography 10, no. 2 (October 1, 2019): 269–81. http://dx.doi.org/10.1386/pop_00020_1.

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London-based company ScanLab Projects is a multi-disciplinary commercial collaboration between architect, artist, coders and designers who utilize technologies surrounding 3D laser scanning in their practice. Inherent in the manner their projects are pitched is through reference to the photographic as technological process. Central to their engagement with the light detection and ranging (LiDAR) scanning apparatus is a consideration of the relationality between virtual or digital object and what could be determined as extrinsic or ‘real’ terrain. In Post-lenticular Landscapes, 2017, ScanLab created a series of LiDAR scans of Yosemite National Park. The landscape, presented as a stereoscopic film work where the spectator flies through an ephemeral black and white point cloud, is contextualized relationally to a certain photo-historical context and lineage: As Yosemite is synonymous with the advent of photographic process through the work of Muybridge, Watkins, Woods and Adams, the work revisits an archetypal image of the American sublime. In this text, I unpack ScanLab’s usage and conceptualization of LiDAR scans referentially to an understanding of the photographic. By considering how ScanLab frames our understanding of the project through the technological apparatus, the text attempts to problematize the scans by reading them through a particular art historic heritage. In this context, I posit alternate ways of reading the work, specifically through reference to the image of Yosemite that has proliferated across the desktops of Apple computers since 2014. Furthermore, through a reading of metonymy in the writing of Eelco Runia, the eerie as understood by Mark Fisher and in relation to Lev Manovich’s description of photorealism, I propose that the future of the mediation and understandings of machinic vision are to be thought with a reconsidered notion of the photographic.
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Peeler, David P. "The Art of Disengagement: Edward Weston and Ansel Adams." Journal of American Studies 27, no. 3 (December 1993): 309–34. http://dx.doi.org/10.1017/s0021875800032059.

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Edward Weston (1886–1958) and Ansel Adams (1902–1984) were two of the foremost American photographers of the twentieth century. In their own day Weston and Adams attracted the attention of both critics and collectors, and more recently they have been given prominent places in the scholarship and exhibitions accompanying photography's 150th anniversary. These two Californians were good friends, achieved an influential modernist aesthetic, and created images with an enduring power and grace. They concentrated upon natural subjects, Adams tending towards monumental depictions of hulking mountains or clouds, and Weston tending more toward intense close ups of smaller objects such as fruits and vegetables. Such subjects were consistent with their deepest principles, for Weston and Adams believed that the artist should remain beyond the turmoil and confusion of current events, and instead focus upon the more enduring and transcendent qualities of nature. Thus stability and solidity became the leitmotifs of Adams's art, and even in those photographs where he included some turbulence to counterbalance the granite of his compositions – images such asNevada Fall, Yosemite National Park(c. 1946) (figure 1) – Adams usually chose to focus upon the rush of a mountain stream or some other natural movement, rather than the social or political currents of his day. Likewise Weston brought a deep timelessness to his photographs. Images likeShell(1927) (figure 2) seem to hover in a decontextualized void of shimmering geometrical shapes, and have little connection to the predatory forces or environmental disasters that may have threatened a particular mollusk.
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Sweeny, Robert. "Code of the Streets: Videogames and the City." M/C Journal 9, no. 3 (July 1, 2006). http://dx.doi.org/10.5204/mcj.2637.

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Cities are shared spaces. As the massive worldwide Iraq war protests that began in 2002 indicate, the structure of the city allows for the presentation of social statements, where large groups can gather, share ideas or argue beliefs, and where media outlets can broadcast these activities. While cities enable these forms of interaction, digital technologies also allow for worldwide connections, both through communication and entertainment. What is the relationship between the shared, often contested spaces of the city and how they are represented in interactive media such as videogames? What statements are formed in the streets of Grand Theft Auto? In this paper I will discuss three popular games that reproduce urban spaces: the Grand Theft Auto series (1998-2006), Tony Hawk’s American Wasteland (2004), and Getting Up: Contents under Pressure (2006). These games are of interest due to their popularity, as well as the forms of interaction reinforced by the urban game environment. Cities have always been spaces for interaction and competition, becoming the site for festivals, protests and games. Ancient forms of graffiti in Rome and Pompeii have been re-envisioned in a worldwide graffiti movement, transforming blighted areas into image-laden environments. Games of stickball, hockey and football transform streets into fields, as do modern marathons and bicycle races. The city street becomes a zone of interpretation, for adaptation and personalization. More recently, skateboarders have transformed cities into skateparks, forcing designers to develop such curiosities as handrail and planter augmentation meant to deter skating. Even more peculiar, a possible response to the anti-skating backlash is the sport known as ‘free-running’ or le parkeur, where participants use the existing infrastructure to express themselves, jumping from rooftop to rooftop, climbing concrete peaks and adding stylistic flourish with each step. These forms of urban gameplay may also be accompanied by dangerous activities as well. Jenkins suggests that discussions on the negative effects of increased gameplay might be addressed by looking at socioeconomic factors, such as the increasing numbers of young people living in urban or semi-urban areas who have fewer opportunities for activity that takes place out of doors, creating the prospect for increased interaction with videogames (“Complete Freedom”). The adaptability combined with the dangerous allure of the city street makes for problematic, intriguing representations in contemporary videogames that deal with urban spaces. I will first discuss a brief history of games that deal with urban spaces, before discussing three popular games and the manner in which they attempt to represent, and recreate the experiences in the city. Games and the City One of the earliest examples of the city represented in a videogame can be seen in Rampage, released by Bally/Midway in 1986. The game includes the city only as backdrop for demolition by hyperagressive mutant animals. SimCity, created by Will Wright and released in 1989, is considered a landmark in the history of videogames, as it is based in forms of cooperation rather than competition. It has spawned at least 21 varieties, including the highly anticipated Spore, a game that allows the player to control life on a microbiological level. Game developers also have explored the recreation of cities from the past. Games such as Civilization and Children of the Nile: Immortal Cities (2004) allow players to control events on a broad social scale, in the style of SimCity, with the addition of historical information that comes into play. As videogames have developed, an increase in processing power has allowed programmers to create spaces rendered in real-time, in three dimensions, allowing for immersive ‘first-person’ perspectives not possible in earlier game systems. This perspective has changed the way in which the city is engaged, from the simplistic destruction of Rampage to more nuanced ways of moving through game space. When discussing the perspective of the player in the urban game space, we should also discuss the perspective of the city inhabitant. As de Certeau describes it, the act of walking in the city represents a form of ownership, reading and creating ‘texts’ through movement. This perspective can shift, through travel in automobile or train, or by ascending in skyscrapers, changing the understanding of the text in the process. This process is inevitably collaborative, as the urban terrain that is monitored both by individuals and by groups: businesses, governments, police. As Flynn suggests, this notion of walking closely resembles the procedural nature of generating meaning in many videogames. Recent games such as the Grand Theft Auto series (1998-2006), Tony Hawk’s American Wasteland (2004), and Getting Up: Contents Under Pressure (2006) raise issues regarding the representation of the city, and the possibilities afforded the player. Of interest are the following questions: How is the urban environment represented? What options are provided to players for interaction within this environment? Are their implications for everyday practices that borrow from these game-based environments? Grand Theft Auto Grand Theft Auto (GTA) was first released in 1998, and has since expanded into a series of increasingly controversial games. Originally designed for top-down gameplay, a third person point of view was introduced in GTA II (2001). Along with this new point of view came the ability for players to interact with a highly detailed cityspace, deviating from the urban gangster storyline, and interacting with city inhabitants in any number of illicit ways. This interactivity was taken to an extreme in GTA: San Andreas (2004). GTA: San Andreas is set in a state that is a fictional blend of California and Nevada. It continued the gangster storyline of the previous games, becoming notorious for including an encoded, hidden level that allowed players to take part in explicit sex scenes. It featured a style of nonlinear gameplay that allowed players to entertain themselves, exploring the urban landscape free from rigid game requirements. It also limited interactions with city dwellers, limiting narrative elements to ‘cut scenes’ that allow for uninhibited gameplay. As Frasca suggests, the later Grand Theft Auto games are really about moving through space, typically seen as a mundane activity, in an interesting way. However, that which makes the movement interesting typically involves killing and maiming and destroying that which stands in the way of the main character. Without getting into a discussion of morals and videogames, the GTA series certainly has pushed the boundaries of video game acceptability, as well as engaging gameplay, allowing players to drift through the urban environment. The Situationist International (SI) sought to engage with the city, opening up possibilities for new forms of engagement and interaction through drifts, or derivé. Through various forms of derivé they engaged with the psychogeographic space of the city, walking through varied areas, and reorganizing these experiences as though in a dream state, or, perhaps, game (Sadler). Surely any video game can be experienced in a similar manner. I suggest that the GTA series, through interactive openness, allows players to reread the text of this virtual city, while at the same time contributing to the ‘society of the spectacle’ that situationist Guy Debord so maligned (Debord). As a successful yet problematic blend of simulation and quest, the rules in GTA: San Andreas are not made explicit; we are familiar with the urban spaces depicted in GTA, at least through the stereotypes portrayed in the media. Players therefore know the rules implicit to these spaces, and what happens when we break them; thus, the allure of the simulated urban environment. The text created is one that combines lived experience, mediated images, and interaction with the fictional urban space. What happens when this environment is made specific, when the game depicts a real city? Tony Hawk Pro Skater The Tony Hawk Pro Skater (THPS) series became very popular after its release in 1999, capitalizing on the marketing of ‘extreme sports’ as seen in events such as ESPN X Games, which debuted in 1995. While not the first skateboarding game on the market, THPS captured the imagination of the game buying audience, allowing players to skate as Tony Hawk, or any number of pro skaters. The latest installment of the series is Tony Hawk American Wasteland (THAW), which promotes the seamless connections between levels that are detailed reproductions of Los Angeles. While the GTA series allows for, and in many cases encourages, activities that would be deemed illegal, THAW extends the possibility that the player could actually perform these acts in the place depicted in the game. Does this allow for greater immersion, which then inspires players to ‘take it to the street?’ Or, does the gameplay reinforce the argument against such activities in the actual urban space, affirming their ‘destructive’ nature? Although skaters can be a nuisance, particularly in crowded downtown areas, the appropriation of utilitarian infrastructure can also be seen as improvisational art, adapting existing urban features in the process of skating. The SI notion of detournement can be seen in the actions of many skaters, as the process of skating brings new meanings to the urban landscape. Whether the Pro Skater series adds to the possibilities for detournement, or further limits the actual skating that happens in the city, is only relevant to those who skate and those who attempt to prevent this sport from taking place. As you skate through the city, writing the text of your experience through railslides and grinds, you are also given the ability to ‘tag’ the walls of Los Angeles, literally inscribing your place in the environment. The control of urban spaces, and the possibilities for rewriting these spaces—for detournement—brings me to my third example. Getting Up Marc Ecko, clothing designer and hip-hop aficionado, released Getting Up: Contents under Pressure in 2006. Players assume the identity of ‘Trane,’ a young graffiti artists desparate to learn the ropes in the city of ‘New Radius.’ New Radius is currently under the draconian control of ‘Mayor Sung,’ who has promised to rid the city of the scourge of graffiti. As Trane, you make your way through New Radius, battling foes and meeting graffiti legends, who teach you new skills along the way. Getting Up is unique from the games previously mentioned, as you have the ability to interact with the urban environment in a manner that is not incessantly violent or overtly destructive. In fact, the game is marketed as a way to get the thrill of ‘tagging’ without actually taking part in illegal activity. It is also a unique experience, as Trane walks through the entire environment. This slows down the gameplay, and allows the character to take in the highly detailed environments. It a very literal way, the player in Getting Up is writing the city, as de Certeau describes it, though this writing is typically underappreciated as creative activity, much less art. Conclusion The games that I have described present the city in very different ways, and offer players diverse options for interacting and thinking about the city. While, the impact of these games remains to be seen, and may never register beyond the world of the gamer, these games present urban environments as active spaces for engagement, even if it is the thuggishness reinforced in Grand Theft Auto. I would hope that the creativity shown in Tony Hawk’s Pro Skater would lead to the creation of not only more skateparks in suburban spaces, but the acknowledgement of the need for detournement in public urban spaces such as Philadelphia’s Love Park, a favorite East Coast US skate spot that has been the center of much controversy as a result of its popularity. If Pro Skater brings the issue of street skating to a national audience, it is doing good, both as entertainment and social force. Similarly, Marc Ecko’s Getting Up has the potential to not only memorialize the birth of graffiti and hip hop in 1970’s New York; it can also instruct on the flourishing worldwide graffiti scene, allowing those who deserve (and desire) attention to have it. Recent projects such as pacmanhattan have inverted the relationships between gaming and the urban environment that I have described. Taking the game to the city, players engage in interpretations of the video game classic Pac Man in the streets of Manhattan, utilizing a variety of locative media devices. While these games do not change the physicality of the city, they surely change our psycheographical interpretation of that space, in a way that folds together the freedom of gameplay with the control of the street. Jenkins suggests that designers should pay more attention to the work of architects and urban planners as they create interactive worlds (“Game Design”). I would also suggest that the opposite take place. Urban designers might learn from the urban spaces created in games such as American Wasteland and Getting Up, as they present options for the detournement of fixed spaces evident in the graffiti and skate cultures. Increased control will result in diverse responses that subvert this control. Cities should remain spaces for walking, for drifting, for protesting: for games. References Bureau of Public Secrets. Situationist International Anthology. Ed. K. Knabb. Berkeley, Calif.: Bureau of Public Secrets, 1981. Debord, Guy. Society of the Spectacle. New York: Zone Books, 1991. De Certeau, Michel. The Practice of Everyday Life. Berkeley, Calif.: University of California Press, 1984. Flynn, B. Languages of Navigation within Computer Games. Paper presentation, Digital Art and Culture, Melbourne, Australia, 2003. April 2006 http://hypertext.rmit.edu.au/dac/papers/Flynn.pdf>. Jenkins, Henry. “Complete Freedom of Movement: Videogames as Gendered Play Spaces.” In The Game Design Reader: A Rules of Play Anthology. Eds. K. Salen and E. Zimmerman. Cambridge, Mass.: MIT Press, 2006. Jenkins, Henry. “Game Design as Narrative Architecture.” In The Game Design Reader: A Rules of Play Anthology. Eds. K. Salen and E. Zimmerman. Cambridge, Mass.: MIT Press, 2006. Frasca, G. Sim Sin City: Some Thoughts on Grand Theft Auto. Game Studies 2003. April 2006 http://www.gamestudies.org/0302/frasca/>. Sadler, S. The Situationist City. Cambridge, Mass.: MIT Press, 1998. Citation reference for this article MLA Style Sweeny, Robert. "Code of the Streets: Videogames and the City." M/C Journal 9.3 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0607/07-sweeny.php>. APA Style Sweeny, R. (Jul. 2006) "Code of the Streets: Videogames and the City," M/C Journal, 9(3). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0607/07-sweeny.php>.
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Bruns, Axel. "Old Players, New Players." M/C Journal 1, no. 5 (December 1, 1998). http://dx.doi.org/10.5204/mcj.1729.

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If you have a look at the concert schedules around Australia (and elsewhere in the Western world) these days, you could be forgiven for thinking that you've suddenly been transported back in time: there is a procession of old players, playing (mainly) old songs. The Rolling Stones came through a while ago, as did the Eagles, Creedence Clearwater Revival's John Fogerty, and James Brown. Jimmy Page and Robert Plant played updated versions of Led Zeppelin's music, with some new songs strewn in on occasion. The Beach Boys served up a double blast from the past, touring with America ("Horse with No Name") as their opening act. Australian content in this trend is provided by the odd assortment of media darling John Farnham, ex-Grease girl Olivia Newton-John, and former Phantom of the Opera Anthony Warlow, who are touring under the unlikely name of 'The Main Event'; Australian rock legends Cold Chisel have also reformed recently, with a reunion tour to follow. On the more prestigious end of the pop mainstream, The Three Tenors have only had one concert in Australia recently, but publicity-savvy as they have proven themselves to be during the Football World Cup it's a fairly safe bet that they'll be rolling into Sydney Opera House in time for the last Olympics of this millennium, in the year 2000. Thankfully, we've so far been spared of a remaining-Beatles reunion and tour (they did release their Anthology CDs and videos, though), but it wouldn't really come as a surprise anymore. Why this wave of musical exhumations; why now? Admittedly, some of the reunions produced interesting results (Page & Plant's update of Led Zeppelin songs with world music elements comes to mind), but largely the bands involved have restricted themselves to playing old favourites or producing new music that is content with plagiarising older material, and so it's unlikely that the Beach Boys are touring, for example, because they have a strong desire to take surf music to the next level of art. A better explanation, it seems, can be found in the music industry and its structures, and in the way those structures are increasingly becoming inadequate for today's mediascape. For much of this century, popular music in the Western world -- while music itself is a global obsession, the marketing industry largely remains dominated by the West -- has come in waves: to give a broad overview, jazz was outdone by rock'n'roll, which was followed by the British invasion and the British blues revival, leading to the stadium rock of the 1970s (co-existing with disco), which in turn caused the punk revolution that fizzled out into New Wave and the new romantics, which were superseded by Alternative Rock and Britpop. Looking at this succession, it's not difficult to see that the waves have become smaller over time, though: recent styles have failed by far to reach the heights of interest and influence that earlier waves like rock'n'roll and the British invasion achieved. How many people will remember, say, Oasis in three decades; how many will The Beatles? The question seems unfair. This gradual decrease in wave amplitude over the years is directly linked to changes in the media structure in the Western world: earlier, new musical waves swept the few available channels of radio and TV to their full extent; severe bandwidth limitations forced the broadcasters to divert their entire attention to the latest trends, with no air time to be spared for the music of yesteryear. As the number of channels increased, however, so did the potential for variety; today, most cities of sufficient size at least have stations catering for listeners of classical music, over-40s easy listening, mainstream rock, and alternative rock, and perhaps there's also an open-access channel for the more obscure styles; stations for more specific tastes -- all-jazz, all-heavy metal, all-goth -- are now also viable in some cities. As new style waves come in, they might still sweep through the mainstream stations, but will only manage to cause some minor ripples amongst the less central channels. Similar trends exist among music stores, and the music press. The mainstream might remain in the middle of the musical spectrum, therefore, but it's been narrowed considerably, with more and more music fans moving over to the more specialised channels. There is now "an increasingly fragmented international marketplace of popular musics" (Campbell Robinson et al. 272). In media-rich Western nations, this trend is strengthened further by changes to the mediascape brought on by the Internet: the Net is the ultimate enpander of bandwidth, where anyone can add another channel if their needs aren't met by the existing ones. With an unlimited number of specialised channels, with fans deciding their musical diet for themselves instead of having radio DJs or music journalists do it for them, and with the continued narrowing of the mainstream as it loses more and more listeners, new waves of musical styles lose their impact almost immediately now. Whatever your specific tastes, you'll find like-minded people, specialty labels and CD retailers, perhaps even an Internet radio station -- there is now less need than ever to engage with outside trends. Whether that development is entirely desirable remains a point of debate, of course. The paradox for the big old players in the music industry is that the ongoing globalisation of their markets hasn't also led to a globalisation of musical tastes -- largely because of this exponential increase and diversification of channels. Music is a powerful instrument of community formation, and community formation implies first and foremost a drawing of boundaries to everything that isn't part of the community (Turner 2): as musical styles diversify, therefore, there are now more musical taste communities than anyone would care to list. Instead of turning to some mainstreamed, global style of music, listeners are found to turn to the local -- either to the music produced geographically local to them, or to a form of virtually local music, that is, the music of a geographically dispersed, but (through modern communications technologies) otherwise highly unified taste community (Bruns sect. 1 bite 8ff.). There certainly are more such groupings than the industry would care to cater for: the division of their resources in order to follow musical trends in a large number of separate communities is eating into the profits of the large multinationals, while small specialty labels are experiencing a resurgence (despite the major labels' attempts to discourage them). As Wallis & Malm note, "the transformation of the business side of the music industry into a number of giant concerns has not stopped small enterprises, often run by enthusiasts, from cropping up everywhere" (270). The large conglomerates are remarkably ill-prepared to deal with such a plurality of styles: everything in their structure is crying out for a unified market with few, major, and tightly controlled trends. This is where we (and the industry) return to the Beach Boys & Co., then. Partly out of a desire for the good old times when the music business was simple, partly to see if a revival of the old marketing concepts may not reverse the tide once more, the industry majors have unleashed this procession of the musical undead (with only a few notable exceptions) upon us; it is a last-stand attempt to regather the remaining few servicable battleships of the mainstream fleet to grab whatever riches are still to be found there. Judging by ticket prices alone (Page & Plant charged over A$110 per head), there still is money to be made, but these prices also indicate that such 'mainstream' acts are now largely a spectacle for well-to-do over-35s. Amongst younger audiences, the multinationals remain mostly clueless, despite a few efforts to create massively hyped, but musically lobotomised lowest-common-denominator acts, from the Spice Girls to Céline Dion or U2. Most of the acts the major industry players cling to as their main attractions have quite simply lost relevance to all but the most gullible of audiences -- in this context, the advertisment of the travelling Farnham / Newton-John / Warlow show as 'The Main Event' seems almost touching in its denial of reality. It's not like the industry hasn't tried this strategy before, of course: reacting to the fragmented musical world of the early 1970s, with styles from folk to hard rock all equally vying for a share of the audience, the labels created stadium rock -- oversized concerts of overproduced bands who eventually became alienated from their audiences, causing the radical back-to-the-roots revolution of punk. Stadium rock mark II is bound to fail even more quickly and decisively: with most of its proponents not even creating any excitement in the all-important 'young adults' market in the first place, it's the wave that wasn't, and should properly be seen as the best sign yet of the industry's loss of touch with its fragmenting market(s). It's time for new, smaller, and more mobile players to take over from the multinationals, it seems. References Bruns, Axel. "'Every Home Is Wired': The Use of Internet Discussion Fora by a Subcultural Community." 1998. 17 Dec. 1998 <http://www.uq.net.au/~zzabruns/uni/honours/thesis.php>. Campbell Robinson, Deanna, et al. Music at the Margins: Popular Music and Global Cultural Diversity. Newbury Park, Calif.: Sage, 1991. Wallis, Roger, and Krister Malm. Big Sounds from Small Peoples: The Music Industry in Small Countries. London: Constable, 1984. Turner, Graeme. "Rock Music, National Culture and Cultural Policy." Rock Music: Politics and Policy. Ed. Tony Bennett. Brisbane: Institute for Cultural Policy Studies, Griffith U, 1988. 1-6. Citation reference for this article MLA style: Axel Bruns. "Old Players, New Players: The Main Event That Isn't." M/C: A Journal of Media and Culture 1.5 (1998). [your date of access] <http://www.uq.edu.au/mc/9812/main.php>. Chicago style: Axel Bruns, "Old Players, New Players: The Main Event That Isn't," M/C: A Journal of Media and Culture 1, no. 5 (1998), <http://www.uq.edu.au/mc/9812/main.php> ([your date of access]). APA style: Axel Bruns. (1998) Old players, new players: the Main Event that isn't. M/C: A Journal of Media and Culture 1(5). <http://www.uq.edu.au/mc/9812/main.php> ([your date of access]).
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Dissertations / Theses on the topic "Yosemite National Park (Calif.) in art"

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MacDonald, Kelsey M. "Apparent Fate, 2010: Dismantling the Notion of Photographic Truth." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/scripps_theses/18.

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When creating a current work, artists cannot ignore the images that have preceded theirs. The history of a medium and the related history of subject matter is vital to the meaning of a new art work. Each sign and symbol has a connotation out of the artists’ control. The developed meaning of a symbol is inseparable for the viewer regardless of the acknowledgment of that meaning by the artist. To work with imagery and not address it’s historical context is to perpetuate it’s meaning. The only way to not state what has already been stated is to critically engage with the preexisting meaning of the imagery. An artist can combine symbols to create dual meanings or juxtapositions of meaning, or present the imagery in a way that complicates what it already signifies. “Apparent Fate,”my combined negative, photographic mural, uses imagery from Yosemite National Park to comment on photography’s function or purpose in history and in the current economic, political, environmental, and social conditions in California and society’s current stance on Manifest Destiny. How have the ideas of innate rights over people and places changed over time in American culture?
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Witkowski, Jennifer. "Finding Yosemite : a reflection on conservation /." Online version of thesis, 2007. http://hdl.handle.net/1850/5715.

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Bartlett, Jonathon R. "Park Management and the Growth of Cooperating Associations in Yosemite National Park California." Ohio : Ohio University, 2003. http://www.ohiolink.edu/etd/view.cgi?ohiou1057246155.

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Peavler, Rachael S. "Design and implementation of a water-quality monitoring program in support of establishing user capacities in Yosemite National Park." abstract and full text PDF (UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1460770.

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Swetnam, Thomas W. Baisan Christopher H. Brown Peter M. Caprio Anthony C. Harlan Thomas P. "Giant Sequoia Fire History: A Feasibility Study." Laboratory of Tree-Ring Research, University of Arizona (Tucson, AZ), 1988. http://hdl.handle.net/10150/303521.

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Figueiredo, Yves. "Du monumentalisme à l'écologie : politique et esthétique de la nature en Californie, 1864-1916." Paris 7, 2005. http://www.theses.fr/2005PA070006.

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En créant les premiers parcs nationaux au monde, les Etats-Unis semblent avoir mis en place une politique de la nature cohérente et révolutionnaire. Cependant, le parc national n'est pas vraiment un parc naturel, comme son nom le suggère. Il évoque avant tout l'idée de nation. L'invention du parc national est un phénomène à la fois politique et culturel puisqu'il s'agit d'abord de patrimoine. Si le parc national est une entité physique, un territoire, c'est aussi une construction mentale. Il participe du projet civilisateur d'un peuple et, de ce fait, son sens évolue avec le temps. Aussi si le parc revêt d'abord le langage de l'esthétique et se veut "paysage", plus tard il s'associe avec l'écologie et la prise en compte des écosystèmes. Le mouvement environnementaliste n'est pas écologique à ses débuts et sa progression, apparemment spectaculaire, a été le fruit de tâtonnements et de compromis fragiles plutôt que d'une politique d'ensemble. Au début du XXè siècle, la crise de Hetch Hetchy et la scission entre préservationnistes et conservationnistes vint souligner les faiblesses du mouvement
When they created the world's first national parks, the United States seemed to have designed a coherent and revolutionary politics of nature. However national carks are not quite natural parks: as the name suggests, the central notion is that of nation. The creation of the first national parks is a phenomenon which is at once political and cultural since it deals first with heritage. Although national carks are physical entities, i. E. Territories, they are also mental constructs. They are part of the American civilization ideal and so their meaning evolved with time. Thus, if parks first used the language of aesthetics and were landscapes, later they became associated with ecology and the awareness of ecosystems. Environmentalism was not ecological at first and its progress, impressive as it might have seemed, was the result of experimentation and delicate compromises rather than of a global political project. At the turn of the twentieth century, the Hetch Hetchy crisis and the schism between preservation and conservation emphasized the weaknesses of the movement
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Gerdes, Marti M. "Nevada Fall Corridor : a cultural landscape report." Thesis, University of Oregon, 2004. http://hdl.handle.net/1794/3937.

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xv, 298 p. ; ill. (chiefly col.), maps (chiefly col.) A print copy of this thesis is available through the UO Libraries under the call number: AAA F868.Y6 G47 2004
This study describes existing conditions, evaluates significance and historic integrity, and recommends treatment strategies to preserve historic elements of the Nevada Fall Corridor cultural landscape in Yosemite National Park. It reports findings from field investigation that examined and inventoried landscape features such as stone retaining walls, treadway material, bridges and causeways, and water features on both current-use and abandoned trail segments. The site was examined numerous times over a three-month period, with a followup visit one year later. Libraries and other archives were consulted for written and photographic historic documentation, which were analyzed against current conditions. The process also involved review of comparison documents as well as national guidelines set forth by the National Park Service.
Adviser: Melnick, Robert Z.
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8

Moritsch, Barbara J. "Subalpine revegetation on backcountry campsites near Tuolumne Meadows, Yosemite National Park, California : third year results." Thesis, 1992. http://hdl.handle.net/1957/36353.

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The National Park Service initiated a backcountry campsite restoration project in 1987 to restore native vegetation on severely degraded campsites in three subalpine lake basins in Yosemite National Park. Restoration treatments included soil scarification, transplanting, manual seeding and site protection. Eight of the treated campsites were monitored in 1990 to evaluate changes in percent vegetation cover, species richness and volunteer establishment that had occurred over the three year period beginning prior to treatment application in the summer of 1987, and ending in the summer of 1990. Percent vegetation cover increased slightly across all sampled quadrats ([mean] = 0.71; N = 214) with mean percent cover changes ranging from -0.37 to 4.36 on individual campsites. Three sites had a loss of cover. Percent cover changes differed most among campsites within lake basins. Changes in percent cover did not differ among lake basins or impact strata (barren core, moderately trampled, and peripheral). Transplanting did not appear to be an important influence on changes in percent cover, as cover changes did not differ between planted and unplanted areas. Survival of transplants planted in 1987 was poor (19.2%), but survival of transplants planted in 1988 was higher (70.5%). Species richness increased slightly across all sampled quadrats ([mean] = 0.54 species per quadrat), with species richness changes on campsites ranging from -0.13 to 1.75 species per quadrat. One site had a mean decrease in species richness. Species richness changes differed among campsites, with the largest increases occurring on those campsites that also had the greatest increases in percent cover. Changes in species richness also differed among impact strata, with the largest increases occurring on barren core areas. There were small differences among lake basins, and species richness changes did not differ between planted and unplanted areas. Volunteer establishment occurred on all treated sites. The number of volunteers per site ranged from one to 45, and 29 species were represented. Individual quadrats had from one to four volunteers. Approximately 50% of the volunteers were producing seed, and overall vigor among volunteers was good. Numbers of volunteers per quadrat differed most strongly among campsites. Slight differences were detected among lake basins and impact strata, with numbers decreasing from barren core to peripheral quadrats. Differences in numbers of volunteers per quadrat between planted and unplanted areas were not detected. Soil scarification may enhance increases in cover, species richness and numbers of volunteers. However, the influence of scarification was tested on two sites only, and further study is recommended. The recovery process appeared to be strongly affected by factors operating at the campsite level. For example, sites with the greatest increases in percent cover also had the greatest increases in species richness and the most volunteers. These sites had coarse soils, relatively abundant sunlight and moisture, and were effectively protected from trampling after site treatment. Results indicate revegetation prescriptions should be made on a site-by-site basis. The performances of eleven species used in transplanting or occurring as volunteers were evaluated. Five species, Agrostis humilis, Calamagrostis breweri, Muhlenbergia filifonnis, Trisetum spicatum, and Calyptridium umbellatum show potential as colonizers in unassisted revegetation and may be useful in manual seeding treatments; three species, Calamagrostis breweri, Carex rossii, and Juncus panyi show potential for transplanting and nursery propagation; and two species, Carex spectabilis and Carex straminiformis, require further study to determine their effectiveness in subalpine revegetation treatments.
Graduation date: 1993
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Books on the topic "Yosemite National Park (Calif.) in art"

1

Yosemite as we saw it: A centennial collection of early writings and art. Yosemite National Park, CA: Yosemite Association, 1990.

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Jerry, Pavia, and National Parks and Conservation Association., eds. Yosemite National Park. New York: Abbeville Press, 1996.

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Yosemite National Park. New York, NY: Children's Press, 2018.

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Yosemite National Park. Edina, Minn: Abdo Pub., 2005.

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Yosemite. Boston: Little, Brown, 1995.

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Adams, Ansel. Yosemite. Boston, Mass: Little, Brown, 1995.

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Storer, Tracy I. The Yosemite. San Francisco: Sierra Club Books, 1988.

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Storer, Tracy I. The Yosemite. Madison, Wis: University of Wisconsin Press, 1986.

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Storer, Tracy I. The Yosemite. 2nd ed. New York: Modern Library, 2003.

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Storer, Tracy I. The Yosemite. Yosemite, Calif: Yosemite Association, 2001.

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