985 resultados para action art


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This Artistic research project was created in order to test how to put into practice approaches between Contemporary Art and University daily life. In this particular case, between Action Art and the students at the Early Childhood Education University in Alicante. The generalized lack of awareness about changes which took place in Art in the XX century, demonstrates the lack of interest on the part of students about Contemporary Art, and therefore, it is still remarkable, the distance between Art and life. Thus, as artists and teachers, the chance to carry out specific experiments is open within everyday educational life. Therefore, through Action Art a communicative interaction is possible to be achieved as an active learning process and, in such way, change the usual existing relationships in a predetermine context, creating this way, future Contemporary Art consumers and transmitters.

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Para despertar el interés de los alumnos de enseñanza primaria en el mundo del arte y para que puedan expresar su creatividad en ideas diferentes, aprendiendo sobre una variedad de materiales y procesos. Anima a investigar y entender la forma y el espacio y la textura y usarlos para representar sus ideas y sentimientos.

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Para despertar el interés de los alumnos de enseñanza primaria en el mundo del arte y para que puedan expresar su creatividad e ideas diferentes, aprendiendo sobre una variedad de materiales y procesos. Anima a investigar y entender el color, la forma y el espacio, la textura y usarlos para representar sus ideas y sentimientos.

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Le présent mémoire propose de croiser les démarches de deux auteures et artistes contemporaines, Sophie Calle et Miranda July, dont les quatre œuvres à l’étude – Douleur exquise (2003), Aveugles (2011), Rachel, Monique (2012) de Calle et Il vous choisit (2013) de July – se fondent sur des expériences en amont de l’écriture qui mobilisent le corps même des auteures, les engagent dans une action concrète et, bien souvent, dans des interactions avec autrui. Cet art de la contrainte, cet art action qui devient le sédiment de leurs écrits s’inscrit dans la filiation hypothétique des théories du philosophe pragmatique John Dewey et de celles de l’artiste Allan Kaprow – l’un des premiers à réfléchir l’art de la performance. L’écriture intermédiale qu’elles pratiquent – ce jeu de relations entre différents médias au sein même de l’œuvre – permet à la fois de réactiver la valeur performative de l’expérience qui a impulsé la création littéraire et d’embrayer une expérience de lecture qui devient elle-même performative. Exemplaires d’une esthétique relationnelle, polyphoniques dans les voix qui s’expriment, les quatre ouvrages du corpus donnent à sentir le bruissement d’une communauté. Il s’agit d’une littérature interdisciplinaire et intersubjective, mais surtout performative dans son questionnement incessant sur le pouvoir de l’art pour transformer la vie.

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Le présent mémoire propose de croiser les démarches de deux auteures et artistes contemporaines, Sophie Calle et Miranda July, dont les quatre œuvres à l’étude – Douleur exquise (2003), Aveugles (2011), Rachel, Monique (2012) de Calle et Il vous choisit (2013) de July – se fondent sur des expériences en amont de l’écriture qui mobilisent le corps même des auteures, les engagent dans une action concrète et, bien souvent, dans des interactions avec autrui. Cet art de la contrainte, cet art action qui devient le sédiment de leurs écrits s’inscrit dans la filiation hypothétique des théories du philosophe pragmatique John Dewey et de celles de l’artiste Allan Kaprow – l’un des premiers à réfléchir l’art de la performance. L’écriture intermédiale qu’elles pratiquent – ce jeu de relations entre différents médias au sein même de l’œuvre – permet à la fois de réactiver la valeur performative de l’expérience qui a impulsé la création littéraire et d’embrayer une expérience de lecture qui devient elle-même performative. Exemplaires d’une esthétique relationnelle, polyphoniques dans les voix qui s’expriment, les quatre ouvrages du corpus donnent à sentir le bruissement d’une communauté. Il s’agit d’une littérature interdisciplinaire et intersubjective, mais surtout performative dans son questionnement incessant sur le pouvoir de l’art pour transformer la vie.

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This practice-led research project examines some of the factors and issues facing artists working in the public domain who wish to engage with the community as audience. Using the methodology of action research, the three major creative projects in this study use art as a socio-political tool with the aim of providing an effective vehicle for broadening awareness, understanding forms of social protest and increasing tolerance for diversity. The three projects: Floodline November 7, 2004, Look in, Look out, and The Urban Terrorist Project, dealt with issues of marginalisation of communities, audiences and graffiti artists respectively. The artist/researcher is outlined as both creator and collaborator in the work. Processes included ephemeral elements, such as temporary installation and performance, as well as interactive elements that encouraged direct audience involvement as part of the work. In addition to the roles of creator and collaborator, both of which included audience as well as artist, the presence of an outside entity was evident. Whether local, legal authorities or prevailing attitudes, outside entities had an unavoidable impact on the processes and outcomes of the work. Each project elicited a range of responses from their respective audiences; however, the overarching concept of reciprocity was seen to be the crucial factor in conception, artistic methods and outcomes.

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The domestication of creative software and hardware has been a significant factor in the recent proliferation of still and moving image creation. Booming numbers of amateur image-makers have the resources, skills and ambitions to create and distribute their work on a mass scale. At the same time, contemporary art seems increasingly dominated by ‘post-medium’ practices that adopt and adapt the representational techniques of mass culture, rather than overtly reject or oppose them. As a consequence of this network of forces, the field of image and video production is no longer the exclusive specialty of art and the mass media, and art may no longer be the most prominent watchdog of mass image culture. Intuitively and intentionally, contemporary artists are responding to these shifting conditions. From the position of a creative practitioner and researcher, this paper examines the strategies that contemporary artists use to engage with the changing relationships between image culture, lived experience and artistic practice. By examining the intersections between W.J.T. Mitchell’s detailed understanding of visual literacy and Jacques Derrida’s philosophical models of reading and writing, I identify ‘editing’ as a broad methodology that describes how practitioners creatively and critically engage with the field of still and moving images. My contention is that by emphasising the intersections of looking and making, ‘reading’ and ‘writing’, artists provide crucial jump cuts, pauses and distortions in the medley of our mediated experiences.

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In most art exhibitions, the creative part of the exhibition is assumed to be the artworks on display. But for the Capricornia Arts Mob’s first collective art exhibition in Rockhampton during NAIDOC Week in 2012, the process of developing the exhibition became the focus of creative action learning and action research. In working together to produce a multi-media exhibition, we learned about the collaborative processes and time required to develop a combined exhibition. We applied Indigenous ways of working – including yarning, cultural respect, cultural protocols, mentoring young people, providing a culturally safe working environment and sharing both time and food – to develop our first collective art exhibition. We developed a process that allowed us to ask deep questions, engage in a joint journey of learning, and develop our collective story. This paper explores the processes that the Capricornia Arts Mob used to develop the exhibition for NAIDOC 2012.

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Thèse numérisée par la Division de la gestion de documents et des archives de l'Université de Montréal

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"EPA contract no. 68-C8-0062, Work assignment no. 3-48, SAIC project no. 01-0895-03-1000."

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In a clinical setting, pain is reported either through patient self-report or via an observer. Such measures are problematic as they are: 1) subjective, and 2) give no specific timing information. Coding pain as a series of facial action units (AUs) can avoid these issues as it can be used to gain an objective measure of pain on a frame-by-frame basis. Using video data from patients with shoulder injuries, in this paper, we describe an active appearance model (AAM)-based system that can automatically detect the frames in video in which a patient is in pain. This pain data set highlights the many challenges associated with spontaneous emotion detection, particularly that of expression and head movement due to the patient's reaction to pain. In this paper, we show that the AAM can deal with these movements and can achieve significant improvements in both the AU and pain detection performance compared to the current-state-of-the-art approaches which utilize similarity-normalized appearance features only.

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Statement: Jams, Jelly Beans and the Fruits of Passion Let us search, instead, for an epistemology of practice implicit in the artistic, intuitive processes which some practitioners do bring to situations of uncertainty, instability, uniqueness, and value conflict. (Schön 1983, p40) Game On was born out of the idea of creative community; finding, networking, supporting and inspiring the people behind the face of an industry, those in the mist of the machine and those intending to join. We understood this moment to be a pivotal opportunity to nurture a new emerging form of game making, in an era of change, where the old industry models were proving to be unsustainable. As soon as we started putting people into a room under pressure, to make something in 48hrs, a whole pile of evolutionary creative responses emerged. People refashioned their craft in a moment of intense creativity that demanded different ways of working, an adaptive approach to the craft of making games – small – fast – indie. An event like the 48hrs forces participants’ attention onto the process as much as the outcome. As one game industry professional taking part in a challenge for the first time observed: there are three paths in the genesis from idea to finished work: the path that focuses on mechanics; the path that focuses on team structure and roles, and the path that focuses on the idea, the spirit – and the more successful teams put the spirit of the work first and foremost. The spirit drives the adaptation, it becomes improvisation. As Schön says: “Improvisation consists on varying, combining and recombining a set of figures within the schema which bounds and gives coherence to the performance.” (1983, p55). This improvisational approach is all about those making the games: the people and the principles of their creative process. This documentation evidences the intensity of their passion, determination and the shit that they are prepared to put themselves through to achieve their goal – to win a cup full of jellybeans and make a working game in 48hrs. 48hr is a project where, on all levels, analogue meets digital. This concept was further explored through the documentation process. All of these pictures were taken with a 1945 Leica III camera. The use of this classic, film-based camera, gives the images a granularity and depth, this older slower technology exposes the very human moments of digital creativity. ____________________________ Schön, D. A. 1983, The Reflective Practitioner: How Professionals Think in Action, Basic Books, New York