14 resultados para AESTHETICS

em Doria (National Library of Finland DSpace Services) - National Library of Finland, Finland


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Tutkielmani valottaa irlantilaisen kirjailijan Oscar Wilden (1854-1900) vähemmän tunnettua työtä ja ajattelua taidekriitikkona fin de sièclen ja modernismin välisen siirtymävaiheen estetiikassa. Wilden voidaan sanoa olleen edellä aikaansa estetiikkakäsityksensä suhteen: Hän käsittelee taidekritiikissään teemoja, jotka tulivat keskeisiksi modernismin ja postmodernismin myötä – esimerkiksi kielen pettävyyttä, sellaisten käsitteiden kuin ’todellisuus’, ’luonto’ tai ’yhteiskunta’ sattumanvaraisuutta sekä yhteisön ja yksilön identiteettien fragmentoitumista. Wilde myös kyseenalaistaa – paradoksien, kielellisten nokkeluuksien ja ironian avulla – monia länsimaisessa filosofiassa ’normatiivisina’ pidettyjä arvoja, kuten totuuteen pyrkimisen. Lisäksi hän haastaa taiteenkritiikin akateemisen tradition hylkäämällä sellaiset sen hyveinä pitämät piirteet kuin johdonmukaisuus ja ristiriidattomuus. Tarkastelen Wilden estetiikkakäsitystä pääasiassa esseekokoelman Intentions (1891), etenkin esseen Valehtelun rappio, sekä De Profundis –teoksen (1905) kautta. Tekstejä analysoimalla ja vertaamalla osoitan miten 1890-luvun alkupuolen ja vankilatuomiotaan istuvan Wilden estetiikkakäsitys muuttui ja kehittyi. Wilden kohdalla on syytä puhua taidefilosofiasta taiteenteorian sijaan. Hänen kriittiset esseensä eivät tähtää ’harmonisen’ kokonaisuuden luomiseen tai pragmaattis-loogisen mallin rakentamiseen taiteen ymmärtämiseksi vaan tulvivat ironiaa ja ristiriitaisuuksia. Wildella taideteoksen tarkasteluun liittyy aina eettisiä, ontologisia ja metafyysisiä kysymyksiä, jotka syventävät mutta myös monimutkaistavat esteettistä kokemusta. Keskeinen teema Wildelle onkin taiteen ja elämän vastakkainasettelu sekä niiden välisen yhteyden tunnistaminen ja tunnustaminen: taide on sekä autonomista että subjektiivista. Tämä paradoksi kulminoituu esteettisessä kokemuksessa. Wildelle luomistyö ja vastaanottajan elämys ovat tiedostamattomia prosesseja – tietoista luovuutta ei ole. Esteettinen kuitenkin voidaan yhdistää tietoisuuteen, mutta se edellyttää että myös tietoisuuden on oltava luovaa. Siksipä lähestyäkseen taidetta kritiikin on tultava enemmän taiteen kaltaiseksi – epänormatiiviseksi ja epäloogiseksi. Tässä prosessissa paradokseilla on merkittävä tehtävä: ne muistuttavat siitä, että puhuttaessa taiteesta ei ole oikeita vastauksia, on vain hyviä kysymyksiä.

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Kirjoitus perustuu klassillis-filologisen yhdistyksen kokouksessa 5.10.2004 pidettyyn esitelmään

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Abstract: Towards auditive leadership culture: linking leadership research with aesthetics

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In this research work, the results of an investigation dealing with welding of sheet metals with diverse air gap using FastROOT modified short arc welding method and short circuit MAG welding processes have been presented. Welding runs were made under different conditions and, during each run, the different process parameters were continuously monitored. It was found that maximum welding speed and less HAZ are reached under specific welding conditions with FastROOT method with the emphasis on arc stability. Welding results show that modified short arc exhibits a higher electrode melting coefficient and with virtually spatter free droplet transition. By adjusting the short circuit duration the penetration can be controlled with only a small change in electrode deposition. Furthermore, by mixing pulsed MIG welding with modified arc welding the working envelope of the process is greatly extended allowing thicker material sections to be welded with improved weld bead aesthetics. FastROOT is a modified short arc welding process using mechanized or automated welding process based on dip transfer welding, characterized by controlled material deposition during the short circuit of the wire electrode to the workpiece.

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Kirjallisuusarvostelu

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Within caring science, investigations and explorations have been carried out on the ontology of caring, and many aspects of the field have been the subject of scientific research. The main subject for this study is grounded on the human need for aesthetics. The purpose is to find how the aesthetic dimension is taken into consideration and how the aesthetic surroundings are evaluated and attended to, in the general hospitals in Norway. The theoretical perspective is founded basicly on the study of litterature from caring science and philosophy. The aim is to develop a disposition for a framework on the aesthetic surroundings in the hospitals, and to develop phenomenological and ontological knowledge and understanding of the aesthetic dimension. The study aspires to attain a deeper understanding of the aesthetic acknowledgment and of the aesthetic needs. The focus is how the aesthetic dimension can promote health and wellbeing, both for patients and for the caring staff, in the general hospitals and why the aesthetic dimension should be obligatory in `evident care¿. The study concentrates on 11 selected categories in the hospital environment, where aesthetics is of importance. The research is implemented on 5 part studies: 1. part is a study of caring science and philosophical theories about aesthetics, as a framework for the investigation. 2. part is a survey of the physical environment, in Norwegian somatic hospitals, with focus on aesthetics. This by analyzing the strategy plans for the hospitals. 3. and 4. part is questionnaires to patients and nurses to get their opinion and evaluation of the aesthetic environment in the hospitals they are connected to, and their opinion on how this influences the health and wellness for both patients and caring staff. 5. part is qualitative interviews with 16 experts, to get their opinion and evaluation of the aesthetic environment in hospitals they are or have been connected to. How would the experts like the aesthetic surroundings to be, and also their opinion on what influence they think aesthetics has on health and wellness. The main literature of caring science is rooted in K. Erikssons caring theory as well as philosophic literature; mainly I. Kant, Platon and Y. Hirn's theories on aesthetics. Various scientificresearchers of aesthetics have also been referred to. The methodological approach is a triangulation with a hermeneutic exploration, where H.G. Gadamer and Ricoeur provides the inspirational foundation. The findings and conclusions result in the development of new hypothesis for the caring science foundation and suggestions, a disposition for a framework related to future planning of the aesthetic environments in general hospitals. It might be said that a common thread arises/appears in the invariance's (invariables) that are discerned from the analysis and interpretation of the interviews and also important angles shows in the variances that crystallized. Based on the conclusions the study confirms that there is a clearconnection between health, wellness and aesthetics in the environment and that it is an ethical obligationfor those in the caring professions to be aware of and attend to the aesthetic dimension.

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Kirjallisuusarvostelu

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The interconnected domains are attracting interest from industries and academia, although this phenomenon, called ‘convergence’ is not new. Organizational research has indeed focused on uncovering co-creation for manufacturing and the industrial organization, with limited implications to entrepreneurship. Although convergence has been characterized as a process connecting seemingly disparate disciplines, it is argued that these studies tend to leave the creative industries unnoticed. With the art market boom and new forms of collaboration riding past the institution-focused arts marketing literature, this thesis takes a leap to uncover the processes of entrepreneurship in the emergence of a cultural product. As a symbolic work of synergism itself, the thesis combines organizational theory with literature in natural sciences and arts. Assuming nonlinearity, a framework is created for analysing aesthetic experience in an empirical event where network actors are connected to multiple contexts. As the focal case in study, the empirical analysis performed for a music festival organized in a skiing resort in the French Alps in March. The researcher attends the festival and models its cocreation process by enquiring from an artist, festival organisers, and a festival visitor. The findings contribute to fields of entrepreneurship, aesthetics and marketing mainly. It is found that the network actors engage in intimate and creative interaction where activity patterns are interrupted and cultural elements combined. This process is considered to both create and destruct value, through identity building, legitimisation, learning, and access to larger audiences, and it is considered particularly useful for domains where resources are too restrained for conventional marketing practices. This thesis uncovered the role of artists and informants and posits that particularly through experience design, this type of skilled individual be regarded more often as a research informant. Future research is encouraged to engage in convergence by experimenting with different fields and research designs, and it is suggested that future studies could arrive at different descriptive results.

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Within the last few decades, the videogame has become an important media, economic, and cultural phenomenon. Along with the phenomenon’s proliferation the aspects that constitute its identity have become more and more challenging to determine, however. The persistent surfacing of novel ludic forms continues to expand the conceptual range of ‘games’ and ‘videogames,’ which has already lead to anxious generalizations within academic as well as popular discourses. Such generalizations make it increasingly difficult to comprehend how the instances of this phenomenon actually work, which in turn generates pragmatic problems: the lack of an applicable identification of the videogame hinders its study, play, and everyday conceptualization. To counteract these problems this dissertation establishes a geneontological research methodology that enables the identification of the videogame in relation to its cultural surroundings. Videogames are theorized as ‘games,’ ‘puzzles,’ ‘stories,’ and ‘aesthetic artifacts’ (or ‘artworks’), which produces a geneontological sequence of the videogame as a singular species of culture, Artefactum ludus ludus, or ludom for short. According to this sequence, the videogame’s position as a ‘game’ in the historicized evolution of culture is mainly metaphorical, while at the same time its artifactuality, dynamic system structure, time-critical strategic input requirements and aporetically rhematic aesthetics allow it to be discovered as a conceptually stable but empirically transient uniexistential phenomenon that currently thrivesbut may soon die out.

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Kirjallisuusarvostelu