290 resultados para Materiality


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This paper deals with the relationship between different sets of archaeological legislation, material culture and communities. First it presents a historical sketch of the heritage legislation in the West and its contemporary uses. Secondly, it shows how alternative archaeological agencies, such as community archaeology, deal with these problems. The discussion is especially relevant in Brazil, where contract archaeology is presently overwhelming, and the issue is raised in the last part of the paper.

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Nowadays, archaeology is trying to redefine its relation with objects. This change is taking place at the same time as the West is breaking once and for all with the generation who did the rural exodus in the mid of the twentieth century. The present paper proposes a revision of the conditions that allow us to both define this rupture and at the same time determine our affinity with materiality. This is done through a reconsideration of the relation between the past and the present and the dynamics marking this difference. We are situated in a moment when the experience of time is shifting and thus so is the integrity of archaeological objects. Under the name of Negative Archaeology, the border between past and present is explored. This border determines the creation of the past in a present which intends to homogenise changes. Archaeology is a unique discipline which could prevent this process, or at least bear witness to the dynamics to which objects seem to be subjected. Obscolescence is introduced as a concept in an attempt to name the aforementioned problem.

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Este artículo analiza las estatuas-menhir noroccidentales que se distribuyen en el área comprendida entre los valles del río Duero y el río Miño, pero que descubrimientos recientes han extendido a regiones fuera de este área nuclear. Partiendo de tres aspectos claves para su interpretación (la cronología, su relación con el paisaje y su sentido iconográfico), se examinan las relaciones entre estas formas materiales y un paisaje socio-material de acción específico (las formas socio-materiales de interacción propias del Bronce final atlántico). Para ello, se tiene en cuenta diferentes conexiones materiales (presencia, encuentro, coexistencia, hibridación, etc.) que permiten contextualizar las estatuasmenhir dentro de un proceso histórico particular: la integración del noroeste de la península Ibérica en un contexto de relaciones mediterráneo-atlánticas, en la segunda mitad del II milenio a.C.

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Antes de la puesta en práctica de los archivos en papel en el siglo XIX había muchas formas líricas de conocer el pasado, por ejemplo, a través del canto y de la pintura. En la evolución de los museos del siglo XIX, los artefactos ocuparon el lugar del conocimiento correspondiente de la “verdad” que se creía existente en el papel archivado. El trabajo del Museo procedió con la certeza del sentido común de una correspondencia individualizada racional entre un artefacto y su significado. La confianza en la capacidad denotativa del artefacto era así la estrategia para transmitir significado a los visitantes. Los museos están alejándose ahora de la denotación como estrategia de comunicación primaria, y uno de los modos que surge es la metáfora. Así como se entendía antiguamente que el significado fijo de los objetos residía en su pura materialidad, ahora vemos el resurgir de la materialidad en los museos, pero esta vez a través de la metáfora, teóricamente entendida como apoyada en la experiencia material del mundo por parte de nuestros cuerpos humanos.

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En este trabajo se reflexiona sobre la necesidad de un marco epistemológico inclusivo que aborde la multivocalidad de los procesos históricos objeto de estudio y permita crear relatos históricos más plurales y representativos. Pero el relato sobre el pasado será mejor si, además de ser inclusivo a nivel epistemológico, también contribuye de alguna manera a mejorar la sociedad actual. Por ello se reclama una arqueología que incluya una preocupación axiológica y busque posibles ámbitos de aplicación para los resultados de sus investigaciones. Ejemplificamos esta reivindicación con un caso de estudio sobre cerámica, que subraya que los objetos cotidianos fueron y son utilizados en las estrategias de construcción social de la desigualdad. En este contexto se reclama la toma de consciencia de esta práctica en la actualidad y la renuncia a determinados recursos discursivos. Por ejemplo, se propone retomar el concepto inclusivo, este vez para oponerlo a la significación social del adjetivo exclusivo. Aunque todas estas reflexiones derivan de casos de estudio de arqueología histórica, pueden ser útiles a la arqueología en general, sin sesgo cronológico alguno.

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Este artículo investiga algunos de los valores plásticos y estéticos que presidieron la selección y la preparación de las materias colorantes empleadas para iluminar los códices creados por los nahuas del México Central durante el Posclásico Tardío. Estos códices son interesantes porque análisis arqueométricos y exámenes codicológicos recientes han permitido conocer la materialidad de su capa pictórica, así como las características formales y el comportamiento de los colores en estas obras. Uno de los aportes trascendentales de estos estudios ha sido averiguar que la paleta cromática que sirvió para pintar los códices del México Central era principalmente de origen orgánico, lo que contrasta con la naturaleza de los pigmentos detectados en restos de pintura mural y en esculturas creadas por los nahuas que son sobre todo minerales. El objetivo de este artículo es reflexionar sobre las razones de esas diferencias y demostrar que el uso de los colorantes orgánicos en los códices respondía a un fin plástico específico que concordaba con el canon estético imperante en la sociedad náhuatl.

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This article explores the deployment of sound in architectural-curatorial and community engagement contexts through the work of PLACE, a multidisciplinary not-for-profit architecture center in Belfast, Northern Ireland. The author, who worked with PLACE and contributed to the projects discussed here, contextualizes architecture centers and their relationship with sound before examining the specific case of sound and sound art in Northern Ireland and case studies of projects delivered by PLACE. Specifically, the article evaluates two sound installation artworks and three community engagement projects for young audiences. As a means of curating urbanism and architecture, sound-art-as-public-art affords useful strategies to examine, describe or critique the environment as alternatives to traditional architecture exhibition formats. Sound’s temporality and materiality allow sound art works to exist as temporary sculptural interventions in the urban sphere, with attendant implications for public art procurement and urban acoustics. Rich territories of engagement are opened when using sound in a community participatory context.

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Mainstream cinema is to an ever-increasing degree deploying digital imaging technologies to work with the human form; expanding on it, morphing its features, or providing new ways of presenting it. This has prompted theories of simulation and virtualisation to explore the cultural and aesthetic implications, anxieties, and possibilities of a loss of the ‘real’ – in turn often defined in terms of the photographic trace. This thesis wants to provide another perspective. Following instead some recent imperatives in art-theory, this study looks to introduce and expand on the notion of the human figure, as pertaining to processes of figuration rather than (only) representation. The notion of the figure and figuration have an extended history in the fields of hermeneutics, aesthetics, and philosophy, through which they have come to stand for particular theories and methodologies with regards to images and their communication of meaning. This objective of this study is to appropriate these for film-theory, culminating in two case-studies to demonstrate how formal parameters present and organise ideas of the body and the human. The aim is to develop a material approach to contemporary digital practices, where bodies have not ceased to matter but are framed in new ways by new technologies.

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This presentation was both an illustrated lecture and a published paper presented at the IMPACT 9 Conference Printmaking in the Post-Print Age, Hangzhou China 2015. It was an extension of the exhibition catalogue essay for the Bluecoat Gallery Exhibition of the same name. In 2014 I curated an exhibition The Negligent Eye at the Bluecoat Gallery in Liverpool as the result of longstanding interest in scanning and 3D printing and the role of these in changing the field of Print within Fine Art Practice. In the aftermath of curatingshow I have continued to reflect on this material with reference to the writings of Vilém Flusser and Hito Steyerl. The work in the exhibition came from a wide range of artists of all generations most of whom are not explicitly located within Printmaking. Whilst some work did not use any scanning technology at all, a shared fascination with the particular translating device of the systematizing ‘eye’ of a scanning digital video camera, flatbed or medical scanner was expressed by all the work in the show. Through writing this paper I aim to extend my own understanding of questions, which arose from the juxtapositions of work and the production of the accompanying catalogue. The show developed in dialogue with curators Bryan Biggs and Sarah-Jane Parsons of the Bluecoat Gallery who sent a series of questions about scanning to participating artists. In reflecting upon their answers I will extend the discussions begun in the process of this research. A kind of created attention deficit disorder seems to operate on us all today to make and distribute images and information at speed. What value do ways of making which require slow looking or intensive material explorations have in this accelerated system? What model of the world is being constructed by the drive to simulated realities toward ever-greater resolution, so called high definition? How are our perceptions of reality being altered by the world-view presented in the smooth colourful ever morphing simulations that surround us? The limitations of digital technology are often a starting point for artists to reflect on our relationship to real-world fragility. I will be looking at practices where tactility or dimensionality in a form of hard copy engages with these questions using examples from the exhibition. Artists included in the show were: Cory Arcangel, Christiane Baumgartner, Thomas Bewick, Jyll Bradley, Maurice Carlin, Helen Chadwick, Susan Collins, Conroy/Sanderson, Nicky Coutts, Elizabeth Gossling, Beatrice Haines, Juneau Projects, Laura Maloney, Bob Matthews, London Fieldworks (with the participation of Gustav Metzger), Marilène Oliver, Flora Parrott, South Atlantic Souvenirs, Imogen Stidworthy, Jo Stockham, Wolfgang Tillmans, Alessa Tinne, Michael Wegerer, Rachel Whiteread, Jane and Louise Wilson. Scanning, Art, Technology, Copy, Materiality.

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La matérialité biologique du corps humain est devenue l’objet d’interventions inédites au moyen de nouvelles technologies biomédicales, comme la procréation médicalement assistée, les tests génétiques, la contraception hormonale. Cette thèse part des difficultés inhérentes à une approche antinaturaliste pour aborder la dimension biologique des corps sexués. “On ne naît pas femme, on le devient” : mais qu’en est-il des corps ? Les technologies biomédicales investissent la chair selon des modalités qui échappent aux grilles d’analyses matérialiste et butlérienne. Faut-il y voir une réfutation du constructivisme, la revanche d’un socle biologique – hormonal, génétique, moléculaire – primant sur les effets anatomiques de la socialisation, comme le suggèrent les partisan·e·s d’un material turn féministe ? À partir d’une analyse de l’évolution de la notion de nature, définie comme "vie elle-même" depuis la révolution moléculaire de la biologie, cette thèse propose une autre interprétation, en définissant les technologies biomédicales comme des technologies de pouvoir relevant d’une biopolitique moléculaire de genre. Sans infirmer la perspective constructiviste, ces médiations sociales originales (adossées au nouveau paradigme épistémique) permettent de comprendre comment les frontières et limites du genre sont déplacées, tout en produisant des identités, des expériences et des subjectivités genrées inédites. En dégageant les coordonnées d’un véritable dispositif biomédical, notre étude comparative entre techniques disciplinaires et biopolitique moléculaire de genre plaide pour une critique antinaturaliste renouvelée, s’articulant à une critique de la technique qui permette d’inventer collectivement des moyens pour se réapproprier démocratiquement les technologies biomédicales.

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Thesis (Ph.D.)--University of Washington, 2016-08

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Thesis (Ph.D.)--University of Washington, 2016-06

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Thirty years of academic and critical scholarship on the subject of gay porn have born witness to significant changes not only in the kinds of porn produced for, and watched by, gay men, but in the modes of production and distribution of that porn, and the legal, economic and social contexts in which it has been made, sold/shared, and watched. Those thirty years have also seen a huge shift in the cultural and political position of gay men, especially in the US and UK, and other apparently ‘advanced’ democracies. Those thirty years of scholarship on the topic of gay porn have produced one striking consensus, which is that gay cultures are especially ‘pornified’: porn has arguably offered gay men not only homoerotic visibility, but a heritage culture and a radical aesthetic. However, neoliberal cultures have transformed the operation and meaning of sexuality, installing new standards of performativity and display, and new responsibilities attached to a ‘democratisation’ that offers women and men apparently expanded terms for articulating both their gender and their sexuality. Does gay porn still have the same urgency in this context? At the level of politics and cultural dissent, what’s ‘gay’ about gay porn now? This essay questions the extent to which processes of legal and social liberalization, and the emergence of networked and digital cultures, have foreclosed or expanded the apparently liberationary opportunities of gay porn. The essay attempts to map some of the political implications of the ‘pornification’ of gay culture on to ongoing debates about materiality, labour and the entrepreneurial subject by analyzing gay porn blogs.

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Na medida em que os produtos e os processos de criação são cada vez mais mediados digitalmente, existe uma reflexão recente acerca da relação entre as imagens e as ferramentas usadas para a sua produção. A relação natural e estreita entre a dimensão conceptual e a dimensão física abre a discussão ao nível da semântica e dos processos da projetação e manipulação das imagens, nas quais estão naturalmente incluídas as ferramentas CAD. Tendo o desenho um papel inequívoco e fundamental no exercício da projetação e da modelação 3D é pertinente perceber a relação e a articulação entre estas duas ferramentas. Reconhecendo o desenho como uma ferramenta de domínio físico capaz de expressar o pensamento que opera a transformação de concepções abstratas em concepções concretas, reconhecê-lo refletido na dimensão virtual através de um software CAD 3D não é trivial, já que este, na generalidade, é processado através de um pensamento cujo contexto é distante da materialidade. Metodologicamente, abordaremos esta questão procurando a verificação da hipótese através de uma proposta de exercício prático que procura avaliar o efeito que as imagens analógicas poderão ter sobre o reconhecimento e operatividade da ferramenta Blender num enquadramento académico. Pretende-se, pois, perceber como o desenho analógico pode integrar o processo de modelação 3D e qual a relação que mantém com quem elas opera. A articulação do desenho com as ferramentas de produção de design, especificamente CAD 3D, permitirá compreender na especialidade a articulação entre ferramentas de diferentes naturezas tanto no processo da projetação quanto na criação de artefactos visuais. Assim como poderá lançar a discussão acerca das estratégias pedagógicas de ensino do desenho e do 3D num curso de Design.