666 resultados para Photography, Visual Art, Contemporary Practice


Relevância:

40.00% 40.00%

Publicador:

Resumo:

Thesis (Ph.D.)--University of Washington, 2016-07

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Participation in group exhibition themed around the 25th anniversary of the Elba Benitez Gallery in Madrid. My work comprised a series of performances in which I translated reviews from the magazine Art Forum from 1990. The performances took place in various locations in London, throughout the run of the exhibition, and were streamed live to an iPad in the gallery in Madrid. I made audio visual recordings of the performances via the streaming media, which located me as the performer alongside the viewers in a single split image. These recordings were then archived in a shared folder held between the gallery and me, and which visitors to the exhibition could access when a performance was not taking place. The work extends my concerns with translation and performance, and with a consideration of how the mechanism of the gallery and the exhibition might be used to generate innovative viewing engagements facilitated by technology. The work also attempts to develop thinking and practice around the relationship between art works and their documentation - in this case the documentation and even its potential for distribution is generated as the work comes into being. The exhibition included works by Ignasi Aball, Armando Andrade Tudela,Lothar Baumgarten, Carlos Bunga, Cabello/Carceller, Juan Cruz, Gintaras Didiapetris, Fernanda Fragateiro, Hreinn Fridfinnsson, Carlos Garaicoa,Mario Garca Torres, David Goldblatt, Cristina Iglesias,Ana Mendieta, Vik Muniz, Ernesto Neto, Francisco Ruiz de Infante,Alexander Sokurov, Francesc Torres and Valentn Vallhonrat.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Adventures Close to Home: the British art scene from then to now is an introductory essay to the forthcoming Art World Series published by Blackdog to cover contemporary art in the United Kingdom. Previous titles have looked at North America, South America and Eastern Europe.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Adventures Close to Home: the British art scene from then to now is an introductory essay to the forthcoming Art World Series published by Blackdog to cover contemporary art in the United Kingdom. Previous titles have looked at North America, South America and Eastern Europe.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Keynote speaker for a one day symposium in Fine Art and Photography at De Montfort University, Leicester. The symposium looked at research as a rigorous process of investigation leading to new knowledge. It was aimed at visual arts practitioners wanting to account for their practices as forms of research. Two key questions were addressed: 1. How can arts practitioners account for the rigour of the methods they use in practice? 2. To what kinds of knowledge can their practices lead? Coutts' keynote looked at the concept of 'Unlearning' used by Marie Luisa Knott to explore what Hannah Arendt first had to do in order to rethink the atrocities carried out by the Nazis in the 20th Century. To be able to think anew means also to find a means for undoing what has previously been thought. Coutts looked to Arendt amongst other thinkers and artists, and used examples from within her own practice, to reflect on rigour in research and methods for legitimising a range of visual practices.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Beginning with Montaignes essayistic dictum Que sais je? What do I know? this PhD thesis examines the literary history, formal qualities, and theoretical underpinnings of the personal essay to both investigate and to practice its relevance as an approach to writing about art. The thesis proposes the essay as intrinsically linked to research, critical writing, and art making; it is a literary method that embodies the real experience of attempting to answer a question. The essay is a processual and reflexive mode of enquiry: a form that conveys not just the essayists thought, but the sense and texture of its movement as it attempts to understand its object. It is often invoked, across disciplines, in reference to the possibility of a more liberal sense of creative practice one that conceptually and stylistically privileges collage, fragmentation, hybridity, chance, open-endedness, and the meander. Within this question of the essay as form, the thesis contains two distinct and parallel strands of analysis subject matter and essay writing as research. At the core of the study lie two close-readings: Ana Mendietas Labyrinth of Venus (1982) and Le Couvent de la Tourette (1959) by Le Corbusier and Iannis Xenakis. In each case, the writing draws, in its tone and texture, on a range of literary influences, weaving together different voices, discussions, and approaches to enquiry. The practice of essay writing is presented alongside, part and party to, research: a method of interrogation that embraces risk and uncertainty, and simultaneously enacts its own findings as a critical-creative mode of study-via-form, and form-via-study. The thesis is presented as a book-length essay, in which the art in question is equal and intimately connected to the writing used to address it. Method and form are designed to respond to the oft-cited challenge of the essay as fundamentally unmethodical, ranging, and diverse. Research, critical study, writerly description, and storytelling are combined to elucidate and expose each other based not on surface continuity, but on a deep interconnection among ideas that, through language, cohere and become related imbued with an affinity for one another. The consummate product is the argument, as it works across genres, disciplines, descriptive and critical models, to challenge the narrative structure and language used within contemporary writing about art.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Computer games are significant since they embody our youngsters engagement with contemporary culture, including both play and education. These games rely heavily on visuals, systems of sign and expression based on concepts and principles of Art and Architecture. We are researching a new genre of computer games, Educational Immersive Environments (EIEs) to provide educational materials suitable for the school classroom. Close collaboration with subject teachers is necessary, but we feel a specific need to engage with the practicing artist, the art theoretician and historian. Our EIEs are loaded with multimedia (but especially visual) signs which act to direct the learner and provide the game-play experience forming semiotic systems. We suggest the hypothesis that computer games are a space of deconstruction and reconstruction (DeRe): When players enter the game their physical world and their culture is torn apart; they move in a semiotic system which serves to reconstruct an alternate reality where disbelief is suspended. The semiotic system draws heavily on visuals which direct the players interactions and produce motivating gameplay. These can establish a reconstructed culture and emerging game narrative. We have recently tested our hypothesis and have used this in developing design principles for computer game designers. Yet there are outstanding issues concerning the nature of the visuals used in computer games, and so questions for contemporary artists. Currently, the computer game industry employs artists in a classical role in production of concept sketches, storyboards and 3D content. But this is based on a specification from the client which restricts the artist in intellectual freedom. Our DeRe hypothesis places the artist at the generative centre, to inform the game designer how art may inform our DeRe semiotic spaces. This must of course begin with the artists understanding of DeRe in this time when our identities are becoming increasingly fractured, networked, virtualized and distributed We hope to persuade artists to engage with the medium of computer game technology to explore these issues. In particular, we pose several questions to the artist: (i) How can particular periods in art history be used to inform the design of computer games? (ii) How can specific artistic elements or devices be used to design signs to guide the player through the game? (iii) How can visual material be integrated with other semiotic strata such as text and audio?

Relevância:

40.00% 40.00%

Publicador:

Resumo:

We explore the relationships between the construction of a work of art and the crafting of a computer program in Java and suggest that the structure of paintings and drawings may be used to teach the fundamental concepts of computer programming. This movement "from Art to Science", using art to drive computing, complements the common use of computing to inform art. We report on initial experiences using this approach with undergraduate and postgraduate students. An embryonic theory of the correspondence between art and computing is presented and a methodology proposed to develop this project further.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

University of Buffalo New York Department of Art Gallery. The ancient philosopher Protagoras is most famous for his claim: Of all things the measure is Man and today, Western societies continue to promote anthropocentrism, an approach to the world that assumes humans are the principal species of the planet. We naturalize a scale of worth, in which beings that most resemble our own forms or benefit us are valued over those that do not. The philosophy of humanism has been trumpeted as the hallmark of a civilized society, founded on the unquestioned value of humankind defining not only our economic, political, religious, and social systems, but also our ethical code. However, artists recently have questioned whether humanism has actually lived up to its promises and made the world a better place for humankind. Are we better off privileging humans above all else or could there be other, preferable, ways to value life? With the continued prevalence of violent crimes, even genocide, in the twentieth and twenty-first centuries, we see the ways in which the discourse of humanism falters, as groups are targeted through rhetoric reducing them to the subhuman, and therefore disposable. But what if the subhuman, nonhuman, and even the non-animal and material, were reconsidered as objects of worth even if far removed from us?

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Unfolding the Archive, an exhibition of new work by the international artists group Floating World, is the result of a collaboration between the National Irish Visual Arts Library (NIVAL) and the F.E. McWilliam Gallery & Studio in partnership with the NCAD Gallery at the National College of Art & Design. The exhibition takes its title from the tangible starting point for engagement with an archive the simple act of unfolding and the practice of appraisal, valuation and interpretation that is inherent in this process.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This work is an ethnographic research with collectors women of Mangaba in the village of Ponta Negra in Natal - RN. This Women also known as Mangabeira's women reproduce a practice learned with their ancestors, collecting this fruit in the coastal tablelands forests and latter commercializing it in the local markets. This research uses the methodology of oral history and visual anthropology with presentation of collected images on board. It is intended to emphasize the botanical and environmental aspects of the Mangabeira plant, its ecosystem, territorial, economic and historical aspects of it, also the knowledge of this extractive practice of our immaterial culture.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

In this dissertation, I present the results of a project which aim was to find out and try an effective model of independent curatorial project executable in small and medium cities in Portugal. The concept of Moving Curatorial Project ARTMAP is a result of theoretical research and reflection about municipal exhibition spaces and possibility of presentation of the contemporary art in these spaces. To test if this curatorial project is realizable and if there are conditions to continue it, a first trial was implemented in Aveiro. A curated international exhibition, entitled A Potica do Visual" occupied two municipal and two private gallery spaces and brought together 111 artists from 25 different countries. The art event was carried out in collaboration with the Municipality of Aveiro and the University of Aveiro, and involved several private cultural spaces in the city. This first experience showed that there are all conditions for the presentation of contemporary art in small and medium size locations in Portugal, and for this project to be replicated in other regions of the country.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Drawing on historical research, personal interviews, performance analysis, and my own embodied experience as a participant-observer in several clown workshops, I explore the diverse historical influences on clown theatre as it is conceived today. I then investigate how the concept of embodied knowledge is reflected in red-nose clown pedagogy. Finally, I argue that through shared embodied knowledge spectators are able to perceive and appreciate the humor of clown theatre in performance. I propose that clown theatre represents a reaction to the eroding personal connections prompted by the so-called information age, and that humor in clown theatre is a revealing index of socio-cultural values, attitudes, dispositions, and concerns.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The work presented in this catalogue represent ten years of study, thought, practice and application. While each member of the fourth-year visual arts class has selected just one image and chosen only a few words for inclusion in this record of our graduates and the program, it is important that we understand the dimensions of experience and learning symbolized on these pages. The women and men represented here have all passed through a rigorous course of academic study,personal and professional development, and technical training. They have engaged issues and concepts from both theoretical and practical perspectives, and have been challenged to stretch their thinking about community, society and the world in terms past, present and future. These Students have translated ideas and insights into works of art in a variety of media.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This thesis examines topographical art depicting Scotlands natural scenery and built environments, architecture, antiquities and signs of modern improvement, made during the period 1660 to 1820. It sets out to demonstrate that topography and topographical art was not exclusively antiquarian in nature, but ranged across various fields of learning and practice. It included the work of artists, geographers, cartographers, travel writers, poets, landscape gardeners, military surveyors, naturalists and historians who were concerned with representing the countrys varied, and often contentious, histories within an increasingly modernising present. The visual images that are considered here were forms of knowledge that found expression in drawings, paintings and engravings, elevations, views and plans. They were made on military surveys and picturesque tours, and were often intended to be included alongside written texts, both published and unpublished, frequently connecting with travels, tours, memoirs, essays and correspondence. It will also be argued that topography was a social practice, involving networks of artists, collectors, publishers and writers, who exchanged information in drawings and letters in a nationwide, and often increasingly commercial enterprise. This thesis will explore some of the strands of such a vast network of picture-making that existed in Scotland, and Britain, between 1660 and 1820, as visual images were circulated, copied, recycled and adapted, and topographical and antiquarian visual culture emerges as a complex, synoptic form of inquiry.