844 resultados para Sémaphorine 3A
Resumo:
The years between 1945 and the early 1980s are the most celebrated in Italy’s design history. From the rhetoric of reconstruction to the postmodern provocations of the Memphis design collective, Italy’s architects played a vital role in shaping the country’s encounter with post-war modernity. Yet as often as this story has been told, it is incomplete. Craft was vital to the realisation of post-war Italian design, and an area of intense creativity in its own right, and yet has been marginalised and excluded in design historiography.
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Studies examined the potential use of Virtual Environments (VEs) in teaching historical chronology to 127 children of primary school age (8–9 years). The use of passive fly-through VEs had been found, in an earlier study, to be disadvantageous with this age group when tested for their subsequent ability to place displayed sequential events in correct chronological order. All VEs in the present studies included active challenge, previously shown to enhance learning in older participants. Primary school children in the UK (all frequent computer users) were tested using UK historical materials, but no significant effect was found between three conditions (Paper, PowerPoint and VE) with minimal pre-training. However, excellent (error free) learning occurred when children were allowed greater exploration prior to training in the VE. In Ukraine, with children having much less computer familiarity, training in a VE (depicting Ukrainian history) produced better learning compared to PowerPoint, but no better than in a Paper condition. The results confirmed the benefit of using challenge in a VE with primary age children, but only with adequate prior familiarisation with the medium. Familiarity may reduce working memory load and increase children’s spatial memory capacity for acquiring sequential temporal-spatial information from virtual displays. Keywords: timeline, chronographics
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The Joseph Priestley House Museum at Northumberland, Pennsylvania became interested in Priestley's pioneering timelines as a complement to his better known work in chemistry, electricity, biblical scholarship and political radicalism. Boyd Davis wrote this short article for the newsletter published by the Friends of the museum. The article concentrates on the connections between Priestley, his French contemporary Barbeu-Dubourg and Benjamin Franklin at the time of the struggle for American Independence, and Priestley's two key chronographic innovations: the use of drawn or printed lines to represent the duration of lives, and the associated use of dots to show when the dates of such lives are in doubt or dispute. Keywords: timeline, chronographics
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A series of five articles, published over six months in 2010, which explained the key ethical issues relating to sourcing gold. The Ethical Gold Series was written for practising jewellers, industrial jewellery manufacturers and the wider design community. The Ethical Gold Series was published in the Benchpeg Newsletter, an online jewellery industry journal, which in 2010 had over 5,500 subscribers. The material for the articles was drawn from a year of ethnographic fieldwork in the UK jewellery sector, funded by the AHRC, and field visits to preserved, operating and proposed gold mining sites in Alaska, California, Sweden, Wales and Scotland. The ethnographic fieldwork included ‘ethical gold’ promotional events, private industry meetings and jewellery trade shows and meetings with jewellery manufacturers and retailers, assayers, gold refiners and traders and environmental and fair trade campaigners.
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This book chapter extends the argument constructed by Oakley in his conference paper ‘Containing gold: Institutional attempts to define and constrict the values of precious metal objects’ presented at ‘Itineraries of the Material’, a conference held at Goethe Universitaet, Frankfurt am Main in 2011. Oakley’s chapter investigates the social forces that define the identities, social pathways and physical movement of objects made of precious metal. It presents a case study in which constitutive substance rather than the conceptual object is the key driver behind the social trajectories of numerous artefacts and their reception by contemporary audiences. This supports the main contention of the book as a whole: the need to reconsider, and when necessary challenge, the dominance of the social biography of objects in the study of material culture. Oakley’s research used historical and ethnographic approaches, including three years’ of ethnographic field research in the jewellery industry. This included training as a precious metal assayer at the Birmingham Assay Office and observing the industry and public response to government proposals to abolish the hallmarking legislation. This fieldwork was augmented by archive, library and object collection research on the histories of assaying and goldsmithing. Oakley presents an analysis of the historical development and contemporary social relevance of hallmarking, a technological process that has never previously been subject to ethnographic study, yet is fundamental to one of the UK’s creative industries.
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The goal of this thesis is to look at the critical and dissenting value of exhibitions through the examination of four cases studies, based on six exhibitions taking place between 1968 and 1998 in Latin and North America. The exhibitions belong to the history of modern and contemporary exhibitions and curating, a field of research and study that has only started to be written about in the last two decades. This investigation contributes to it, in its creation of new genealogies by connecting previously overlooked antecedents, or by proposing new relations within established lineages, at the intersection of a specific historiography; to address exhibitions, a tradition of artists acting as curators and an emerging history of curating. The examined exhibitions were put together by artists or artist collectives and were placed in a liminal position between artistic and curatorial practice. All the cases presented a distinct proposal in relation to art and social change, a fact that connects them, in their aims and modus operandi, to a Marxist and neo-Marxist critical and transformative legacy. The cases address the following connections: exhibition as political site (Tucumán Arde, 1968); exhibition as social space (The People’s Choice (Arroz con Mango), 1981); exhibition as encounter (Rooms with a view, We the People, Art/Artifact, 1987-88); and exhibition as an exchange situation (El Museo de la Calle, 1998-2001). Key to their analysis is the concept of dissensus, as put forward by Jacques Rancière. Within this theoretical framework, these exhibitions put into practice particular cases of dissensus in a given distribution of the sensible. All of them tried to deal with their thematic concerns by performing them as a praxis. They dissent with the way in which reality was formatted in their historical moment and challenge the exhibition medium itself opening new ways of doing and making in the exhibition field. Therefore, in this thesis the dissenting value of exhibitions is closely related to its main features as a medium, namely their temporality, heterogeneity and flexibility, which contribute to their potential for creative analysis and propositioning. In the case of these exhibitions, this capability is brought into play for institutional interrogation, for offering alternative cultural narratives and also for inspiring new imaginary realms.
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How is it possible that civilization has a global understanding of the abstraction of the human form? At a subconscious level as humans we have the ability to find the form of the body in the most minimal of shapes, objects, landscape and even natural phenomena such as clouds, it is an ability inherent in human nature. This deep-rooted facility to recognise the human form at various levels of abstraction is also developed further by our life experiences, environment and total education; specifically in the fine and applied arts. For this research I have focused on the change between realistic representations of the human form to complete abstraction. I have broken it down to its most basic elements to explore at what point our visual language allows us to recognise and define a shape or object as being influenced by, or connected to, the human form. I have concentrated on extending my own visual language relating to the human form within my own practice. A series of practical research projects has been undertaken and has been supported by a new series of investigative works, drawings and written evidence of the ways in which the figure can be represented, documenting the process via the thesis and final works. As part of my research, I have investigated the way artists working with clay have abstracted the human form focusing in particular on work from the 1950s to the present day using clay, drawing and installation. I have looked at how, over this period, artists have developed their own visual signifiers of the human form within their abstract/representational creations. The aim of this research will be falls into two parts: • To investigate how far one can push the human form in clay before it moves into abstraction • To locate the vanishing point where viewers still identify the human within ceramic abstract sculpture
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The primary aim of this work is to give voice to the silent history of graphic design in Greece, long uncharted and undocumented in both the international forum and the local design community. This study focuses on the professional modernisation of graphic design and its role in providing the means for change in Greek society. The research is supported by interdisciplinary analysis of commercial advertisements, posters, leaflets and magazines, as well as other supporting documentation, in the historical and cultural context of Athens, Greece from 1945 to 1970. The time examined was a transitional and vociferous period in the history of Greece, one of intense and rapid economic modernisation during the post-Second World War decades from the mid-1940s to 1970. This was a time when, along with broader changes in the social, economic and political life of Greece, important developments in design education, print technology, and professional organisation marked a new age for graphic design, as a profession emerging from the broader ‘graphic arts’ field (inclusive of both technological and creative processes) and claiming autonomy over the more established fine arts sector. All four chapters deal with modernisation in relation to the assumed divisions of traditional/modern, continuity/change, centre/periphery. Main areas of investigation are: trade organisation, graphic design education, advertising and urbanisation, electricity and tourism promotion. This research offers a view of the ways the ‘modern’ and the condition of modernity were experienced in the case of Greece through certain applications of graphic design and its agents of influence: graphic designers, artists, managers, publishers, the state and private entrepreneurs. The research benefited significantly from a number of interviews with design professionals and related individuals. The present endeavour has a modest aim: to enable understanding of how and why Greek graphic design at the time came to be, and to stress the validity of the visual as a means of historical documentation.
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This book, written when Walker was Visiting Professor at the Technical University Munich in 2011, describes his research on the effects of digital technology on architectural design and construction, and on the development of ‘digital craft’. The primary example given is The Swarm, a digitally designed and manufactured pavilion, produced with students while Walker was at TU Munich. It now stands outside the Bayerischen Architektenkammer (Bavarian Chamber of Architects) in Munich. Through such research-by-design, Walker asks larger questions: what can designers craft without a master craftsman’s skills, and how can craft skills be recovered through digital fabrication? Another example in the book is the Swoosh Pavilion, one of two public-space-scale architectural pavilion prototypes Walker developed between 2008 and 2009 at the Architectural Association (AA), using applied digital modelling and CNC techniques to investigate methods of teaching and testing digital processes through making. Swoosh (2008) and a second AA pavilion, Driftwood (2009), were discussed by Walker and Martin Self, his co-investigator, in ‘Fractal, bad hair, Swoosh and Driftwood pavilions of Intermediate Unit 2, 2006–2009’, published in the AD reader, Manufacturing the Bespoke (2012), which includes essays by well-known critics and designers such as Mathias Kohler and Michael Stacey. Both AA pavilions were sponsored by FinnForest Merk, Arup, HOK and Building Design Magazine, and were seen by large international audiences in Bedford Square, London during the 2008–9 ‘AA Projects Review’ shows. The book Making Pavilions (Walker and Self, AA Agenda No. 9, Architectural Association Press, 2011) also discusses their work over seven years of teaching at the Architectural Association. At the same time, Walker collaborated on a series of Serpentine pavilions, commissioned annually by the Serpentine Gallery, London, co-designing these experimental structures with internationally renowned architects Daniel Libeskind, Oscar Niemeyer, Toyo Ito and Alvaro Siza.
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This co-edited book focuses on core theories and research on technologies, from the first audio guides to contemporary and future mobile digital devices, which inform practical design considerations. It is framed in case studies and focuses generally on informal learning by museum and gallery visitors. The book fills a significant gap in the literature on museum practice with regard to uses of digital technologies, which are not generally grounded in rigorous research, and is intended to retain its relevance as technologies evolve and emerge. The book includes chapters by invited authors from the USA, UK and Europe who contribute expertise in a number of areas of museum research and practice. The research resulted in invited keynote speeches in France (‘Technologie de l’apprentissage humain dans les musées’ seminar at Laboratoire d’Informatique de Grenoble on 5 March 2009), Iceland (keynote at ‘NODEM Network of Design and Digital Heritage’ conference on 3 December 2008) and London (Keynote at ‘Mobile Learning Conference’ on 26 January 2009). The book was given the highest recommendation ('Essential') by the American Library Association, and was reviewed in MedieKultur (2011, 50, 185–92). Walker’s chapter includes some of the initial findings from his PhD research on visitor-constructed trails in museums, which shifts focus from the design of technologies to the design of activities intended to structure the use of technologies, and constitutes some of the first published research on visitor-generated trails using mobile technologies. Structures such as trails are shown to act as effective mental models for museum visitors, especially structures with a narrow subject focus and manageable amount of data capture; those created as a narrative or a conversation; and those that emphasise construction, rather than data capture. Walker also selected most of the other chapter authors, suggested their topics and led the editing of the publication.
Resumo:
This co-written chapter was included in an edited book featuring invited authors from different countries and different areas of museum research and practice. The chapter uses a theory of play by Johan Huizinga (1938) to frame case studies of play-based interactive experiences in museums in various countries. The aim was to use theory to ground museum practice, in order to evaluate existing practical implementations as well as to inform the design of new ones. The book was nominated as one of the 10 best museum education books of 2011 by Museum Education Monitor, and the chapter led to a subsequent technology residency the author undertook in the Spike Island gallery, Bristol in 2012, funded by the National Endowment for Science, Technology and the Arts, Arts and Humanities Research Council and Arts Council England. It also informed his subsequent postgraduate teaching, an example of which is a recent MA project, which deconstructs play from a computational perspective. Collaborations have continued with the co-author, which have resulted in a number of invited lectures. In this chapter the authors explore play as a structure for supporting visitor learning, drawing from international research in museums and interaction design. Four aspects of play first proposed by Huizinga are explored – the free-choice aspect of play, play as distinct from real life, play as an ordering structure, and the role of play in bridging communities. The chapter argues that play provides museums with ready-made structures and concepts, which can help planning for visitor learning. The research was equally divided between the co-authors, who developed the conceptual and theoretical aspects of the article by drawing on their own research alongside key examples of museum design and digital media.
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Klimowski’s graphic novel, Robot, was commissioned by the Adam Mickiewicz Institute in Warsaw to mark Poland’s Presidency of the European Union’s Cultural Programme in 2011. Self Made Hero and Timof Comiks published the book simultaneously in the UK and Poland. Klimowski adapted and translated Stanisław Lem’s short fiction ‘The sanatorium of Dr Vliperdius’ (1977), aiming to develop a new position for illustration and the graphic novel aside from mainstream graphic novels and literature, and a new approach to visual bookmaking. The project proved to be an artistic challenge: Lem often proclaimed his disapproval of adaptations of his work, dismissing even Andrei Tarkovsky’s film adaptation (1972) of his novel Solaris (1961). Produced in collaboration with Danusia Schejbal, Robot features a diptych form, counter-pointing (both formally and conceptually) two contrasting stories. The first is a colourful parable describing a totalitarian and autocratic regime that must be vanquished, the second a monochromatic dialectic on philosophy, humanism and mechanisation. Klimowski and Schejbal’s publication is intended to challenge stereotypes and established styles and formulas associated with the production of graphic novels. Much emphasis was laid upon the depiction of space and location, artificiality and realism. Silence and the suspension of linear time were also strong features of the artists’ investigations. These qualities were recognised and discussed by the media, in particular by a panel of critics on Polish Television’s Cultural Channel, in the most respected comics blog, Zeszyty Komiksowe (http://zeszytykomiksowe.org/recenzja_robot, 2012), and by Monika Malkowskain in the national newspaper Rzeczpospolita (2011). The artists gave a special talk at the Science Museum, London, during the Robot Festival ‘Robotville’ (December 2011). Lem, one of the world’s leading writers of science fiction, was featured throughout the year in the UK on stage, cinema and in literary events (Barbican Centre London, British Library, Science Museum London).
Resumo:
Geographical representations of topographical space come in many shapes and are a regular topic of discussion. The depiction of the invisible and maybe even illusory concept of time on the other hand, remains largely unchanged and undisputed. A uniform and arithmetic model of time fits well with the rigid structure of digital data, which might be why it has been widely adopted within HCI. In our proposal, we will present historic and contemporary approaches that offer alternative perspectives on the visual representation of time. Keywords: timeline, chronographics
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A series of experiments is described, evaluating user recall of visualisations of historical chronology. Such visualisations are widely created but have not hitherto been evaluated. Users were tested on their ability to learn a sequence of historical events presented in a virtual environment (VE) fly-through visualisation, compared with the learning of equivalent material in other formats that are sequential but lack the 3D spatial aspect. Memorability is a particularly important function of visualisation in education. The measures used during evaluation are enumerated and discussed. The majority of the experiments reported compared three conditions, one using a virtual environment visualisation with a significant spatial element, one using a serial on-screen presentation in PowerPoint, and one using serial presentation on paper. Some aspects were trialled with groups having contrasting prior experience of computers, in the UK and Ukraine. Evidence suggests that a more complex environment including animations and sounds or music, intended to engage users and reinforce memorability, were in fact distracting. Findings are reported in relation to the age of the participants, suggesting that children at 11–14 years benefit less from, or are even disadvantaged by, VE visualisations when compared with 7–9 year olds or undergraduates. Finally, results suggest that VE visualisations offering a ‘landscape’ of information are more memorable than those based on a linear model. Keywords: timeline, chronographics
Resumo:
Our paper is concerned with the visualisation of historical events and artefacts in the context of time. It arises from a project bringing together expertise in visualisation, historiography and software engineering. The work is the result of an extended enquiry over several years which has included investigation of the prior history of such chronographics and their grounding in the temporal ontology of the Enlightenment. Timelines - visual, spatial presentations of chronology - are generally regarded as being too simple, perhaps too childish, to be worthy of academic attention, yet such chronographics should be capable of supporting sophisticated thinking about history and historiography, especially if they take full advantage of the capabilities of digital technologies. They should enable even professional academic historians to 'make sense' of history in new ways, allowing them insights they would not otherwise have achieved. In our paper we highlight key findings from the history of such representations, principally from the eighteenth and nineteenth centuries, and show how, in a project to develop new digital chronographics for collections of cultural objects and events, we have explored new implementations of the important ideas we have extracted about timewise presentation and interaction. This includes the representation of uncertainty, of relations between events, and the epistemology of time as a 'space' for history. We present developed examples, in particular a chronographic presentation of a large database of works by a single author, a composer, and discuss the extent to which our ambitions for chronographics have been realised in practice. Keywords: timeline, chronographics