839 resultados para discursive museum, art museums, visual arts, artists


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Ted Kahn, co-founder, President, and CEO of DesignWorlds for Learning, Inc. speaks about his research and practice in developing uses for interactive learning technologies in museums, schools, and workplaces.

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General note: Title and date provided by Bettye Lane.

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General note: Title and date provided by Bettye Lane.

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General note: Title and date provided by Bettye Lane.

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General note: Title and date provided by Bettye Lane.

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Pour respecter les droits d’auteur, la version électronique de ce mémoire a été dépouillée de certains documents visuels et audio-visuels. La version intégrale du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.

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This dissertation offers an investigation of the role of visual strategies, art, and representation in reconciling Indian Residential School history in Canada. This research builds upon theories of biopolitics, settler colonialism, and race to examine the project of redress and reconciliation as nation and identity building strategies engaged in the ongoing structural invasion of settler colonialism. It considers the key policy moments and expressions of the federal government—from RCAP to the IRSSA and subsequent apology—as well as the visual discourse of reconciliation as it works through archival photography, institutional branding, and commissioned works. These articulations are read alongside the creative and critical work of Indigenous artists and knowledge producers working within and outside of hegemonic structures on the topics of Indian Residential School history and redress. In particular the works of Jeff Thomas, Adrian Stimson, Krista Belle Stewart, Christi Belcourt, Luke Marston, Peter Morin, and Carey Newman are discussed in this dissertation. These works must be understood in relationship to the normative discourse of reconciliation as a legitimizing mechanism of settler colonial hegemony. Beyond the binary of cooptation and autonomous resistance, these works demonstrate the complexity of representing Indigeneity: as an ongoing site of settler colonial encounter and simultaneously the forum for the willful refusal of contingency or containment.

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A turn towards documentary modes of practice amongst contemporary fine art video and filmmakers towards the end of the 20th Century, led to moving image works that represent current social realities. This drew some comparisons of these forms of art to journalism and industrial documentary. The practical research is embodied in a single screen film that responds to recent political and ecological realities in Spain. These include the mass demonstrations that led to the occupation of Madrid’s Plaza del Sol and Spain’s in 2011 and largest recorded forest fires that spread through Andalusia in August of the following year. The film, titled Spanish Labyrinth, South from Granada, is a response to these events and also relates to political avant-garde film of the 1930’s by re-tracing a journey undertaken by three revolutionary filmmakers, Yves Allegret, René Naville and Eli Lotar, in 1931. The theoretical research for this project establishes an historical root of artists’ film that responds to current social realities, in contrast to news media, in the Soviet and European avant-garde movements of the 1920s and 1930s. The main aim of this method is to argue the status of the works that I identify, both avant-garde and contemporary, as a form of art that preceded a Griersonian definition of documentary film.

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Durante los últimos años han aparecido un gran número de publicaciones sobre las perspectivas de evolución del mundo de los museos. La reflexión sobre el futuro de estas instituciones no es reciente: la prospectiva, método dirigido a elaborar posibles escenarios en el futuro, no es estrictamente hablando museológica, pero necesariamente interesa al museólogo interrogarse sobre el campo museal. A decir verdad, en su mayoría son profesionales del museo quienes han escrito sobre el tema (en el contexto museal) para adaptar la institución a los nuevos retos. Algunos museólogos, se han arriesgado a este ejercicio, de manera más o menos afortunada. El artículo pretende, después de presentar la literatura prospectiva sobre el museo durante los últimos cincuenta años, y de analizar los recientes resultados de los informes de prospectiva, interrogarse sobre la contribución específica de una reflexión museológica acerca del futuro de los museos más allá de los ejes clásicos (demografía, economía, nuevas tecnologías) que se utilizan con más frecuencia.

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La crisis como coyuntura y tránsito a una nueva situación, y el cambio social que parece conllevar, lejos de ser un fenómeno exclusivamente actual, viene acompañando a los museos españoles desde décadas atrás, debido a indecisiones, faltas de planificación, cambios políticos y de estrategias de funcionamiento. Pero será a partir de la Transición democrática, y la década de 1980, en que comenzará a fraguarse la llamada “burbuja” de los museos, que estalla bajo el “efecto Guggenheim” a finales del siglo XX, seguida de la merma de presupuestos oficiales para el sostenimiento del sistema museístico que trae como consecuencia la tan mencionada “crisis” económica desde aproximadamente 2008. El artículo examina esta situación y advierte de que el momento delicado que viven los museos en la actualidad es ocasión para replantearse su futuro y adaptarse a una nueva realidad cambiante. El Museo Etnológico de Navarra “Julio Caro Baroja” constituye un caso de adaptación a tales circunstancias.

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Legislation conferring copyright protection on paintings, drawings, and photographs for the life of the author plus a seven year post mortem term. The Act was also innovative in de-coupling the copyright term from the event of publication, in providing artists with a new form of ‘moral rights' protection, and in introducing the concept of "originality" as the standard threshold for copyright protection.
The commentary explores the background to the legislation, and in particular, the international copyright regime, the nature of the art market in eighteenth and early nineteenth centuries, the role of the Society of Artists in lobbying for legislative protection, and the impetus which the International Exhibition provided for securing the same. The commentary also considers how the 1862 Bill, in its earliest incarnation, incorporated elements that would have signalled a radical departure from established copyright norms. In particular, the Bill proposed: that copyright protection should not be contingent upon registration; and that protection should be offered on a universal basis, regardless of an artists' nationality, and regardless of where the work in question was created.

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L’essentiel de ce texte se veut une réflexion sur la manière de raconter une histoire ou, plutôt, de l’évoquer : un questionnement qui fonde ma pratique de l’image photographique et vidéographique. Afin de mener à bien cette réflexion, plusieurs aspects de mon questionnement par rapport à l’image seront abordés : la notion de véracité historique, l’image photographique, l’image d’archives, la complexité, un « univers de possibles », ainsi que l’analyse de ma méthodologie de travail. Cet approfondissement théorique sera développé de connivence avec ma pratique visuelle qui, dans le cadre de ma maîtrise en arts visuels, s’est principalement déployée sous la forme de l’installation vidéographique. Mots-clés : histoire, archives, évocation, complexité, art vidéographique.

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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?

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An interdisciplinary field trip to a remote marine lab joined graduate students from fine arts and natural resource science departments to think creatively about the topic of climate change and science communication. We followed a learning cycle framework to allow the students to explore marine ecosystems and participate in scientific lectures, group discussions, and an artist-led project making abstract collages representing climate change processes. Students subsequently worked in small groups to develop environmental communication material for public visitors. We assessed the learning activity and the communication product using pre- and post-field trip participant surveys, focus group discussions, and critiques by art and communication experts of the products. Significant changes in knowledge about climate change occurred in program participants. Incorporating artists and the arts into this activity helped engage multiple senses and emphasized social interaction, as well as providing support to participants to think creatively. The production of art helped to encourage peer learning and normalize the different views among participants in communicating about climate change impacts. Students created effective communication products based on external reviews. Disciplinary differences in cultures, language, and standards challenged participating faculty, yet unanticipated outcomes such as potentially transformative learning and improved teacher evaluations resulted.