905 resultados para Dance. Dance history. Memory. Creative process


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Relatório Final de Estágio apresentado à Escola Superior de Dança, com vista à obtenção do grau de Mestre em Ensino de Dança.

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Relatório Final de Estágio apresentado à Escola Superior de Dança, com vista à obtenção do grau de Mestre em Ensino de Dança.

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Invoking Justice, a performative work of dance-theater, is a social commentary, both on the failure of the American justice system to balance the scales, and on our individual and collective failings to balance our communities, and ourselves, while recognizing our inherent unity and interconnectedness. The show was performed on March 10th and 11th, 2016 in the Clarice Smith Performing Arts Center, at the University of Maryland, College Park. This document is a survey of the creative process through which this project was realized and serves as a record of the many obstacles and successes that one might encounter in directing a work of dance-theater.

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Dissertação (mestrado)—Universidade de Brasília, Instituto de Artes, 2016.

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O ponto de partida desta investigação foi a encenação do espetáculo de cariz circense Cadernos Suspensos. A encenação desta peça despertou questões sobre o processo criativo e o papel da dança e da dramaturgia no circo contemporâneo. Considerando as diferenças constatadas entre os ‘corpos’ do circo e da dança, são identificados modos de ação desses mesmos corpos e introduzida a questão do surgimento de um novo corpo resultante dessas duas experiências e vivências performativas. Neste estudo é analisada a diluição de fronteiras entre o circo e a dança e considerado que o resultado desse encontro, com a ajuda da dramaturgia, poderá ter contribuído para o surgimento de um novo discurso circense. O aumento das produções artísticas onde circo, dança e teatro coexistem induz a crer que há um crescente interesse nessas formas artísticas. Este estudo pretende pois contribuir para uma reflexão sobre as apropriações recíprocas do circo e da dança. Os argumentos explanados congregam a experiência e vivência pessoal nos campos das artes circenses e da dança, assim como o contributo teórico e experiencial de autores e artistas como Jacob, Guy, Lefèvre e Sizorn, Fourmaux, Nadj, Decouflé, Platel e Zimmermann & de Perrot. Discute-se a possibilidade de uma certa dança contemporânea ter-se apropriado do circo para resgatar um espaço perdido de sonho assim como uma potencialização física do corpo.

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O que pode vir a ser material dramatúrgico em dança? Onde o corpo se ancora para criá-lo? Como o artista faz o trânsito deste para a pesquisa de movimento? E, por fim, como cria a dramaturgia do corpo na cena? Para responder a estas questões norteadoras desta pesquisa busquei o solo fértil de investigação da Cia. Mariana Muniz de Dança e Teatro. Para a fundamentação, descrição e análise, foi eleito o processo de remontagem de “2 Mundos”, criação coreográfica que integrou à exposição fotográfica Trajetória(s) Mariana Muniz – quem, aliás, abriu a Mostra de Fomento à Dança de São Paulo (Brasil), em 2015, com a apresentação do mesmo. Assim, parti para o acompanhamento e observação dos ensaios da artista. Utilizei-me de anotações em um caderno de campo e vídeos. Discussões, trocas e diálogo com a mesma sobre seu caminho para a criação e, posterior, remontagem do espetáculo foram de singular importância para o direcionamento do meu olhar buscador. Sentimos, ao longo do processo, a necessidade de realizar uma entrevista que apontasse, assim, maiores detalhes sobre seu caminhar para este trabalho. Encontramos quatro “práticas” que serviram de treino corporal à artista: Gerda Alexander e a Eutonia, Rudolf Steiner e seu pensamento sobre a Antroposofia que criou a Euritmia; o T`ai Chi Chuan e o Yoga. Para Mariana Muniz “entrar no lugar da criação” requer ferramentas ora da dança ora do teatro ou, ainda, de ambas. Desta forma, Grotowski, referência indicada pela artista, permitiu um rico intercâmbio entre a dança e o teatro por uma dramaturga do corpo. “2 Mundos”, cujo registro em vídeo acompanha esta dissertação, é um convite ao universo da LIBRAS (Língua Brasileira de Sinais). Para surdos e ouvintes, neste espetáculo, a palavra ganha corpo e Mariana Muniz nos oferece com delicadeza sua diferença enquanto artista do movimento.

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Esta dissertação apresenta como objetivos conhecer e descrever o processo de composição coreográfica de Jomar Mesquita, onde a transposição da Dança de Salão do seu contexto genuíno e social para o contexto cênico constitui a dimensão estruturante do processo criativo. A obra de Jomar Mesquita pode ser vista principalmente através das apresentações da Mimulus Companhia de Dança (MCD), a qual ele dirige, por isso a pesquisadora foi a Belo Horizonte/Minas Gerais – Brasil, onde a companhia funciona, realizar a pesquisa de campo. Esta pesquisa apresenta-se como um estudo de caso cuja metodologia é de natureza qualitativa. Foram usados como instrumentos desta pesquisa a observação não-participante da rotina diária do estabelecimento onde funcionam a Mimulus Companhia de Dança, a Mimulus Escola de Dança e a Associação Cultural Mimulus; entrevistas semiestruturadas a integrantes da Mimulus Companhia de Dança e dois funcionários da Mimulus Escola de Dança; questionários a alunos da Mimulus Escola de Dança; e fontes documentais acerca da Mimulus Companhia de Dança. Esta pesquisa demonstrou que o processo de composição coreográfica em Jomar Mesquita caracteriza-se principalmente pelas desconstruções dos passos e figuras padronizados da Dança de Salão, assim como das representações e conceitos incutidos nessa dança. Caracteriza-se ainda pela participação dos bailarinos tanto nos processos vivenciados pela MCD, quanto nos processos vivenciados em outras companhias de dança.

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No presente trabalho de psicanálise extra-clínica aplicada ao estudo de objectos culturais artísticos, o autor procura mostrar a pertinência da aplicação do modelo bioniano dos elementos em psicanálise, nomeadamente o das inter-relações entre as posições esquizo-paranóide e depressiva (PS↔D) ao processo criativo artístico, isto é, a compreensão de obras artísticas modernas como o resultado da oscilação permanente entre os modos distintos de pensar/sentir dispersivo e integrativo, ilustrando com obras de vários campos artísticos: do teatro (Galileu Galilei de Brecht), da pintura (cubismo de Picasso), da literatura (Ulisses de Joyce) e da dança moderna.

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This paper considers the question, ‘what is co-creative media, and why is it a useful idea in social media research’? The term ‘co-creative media’ is now used by Creative Industries researchers at QUT to describe their digital storytelling practices. Digital storytelling is a set of collaborative digital media production techniques that have been used to facilitate social participation in numerous Australian and international contexts. Digital storytelling has been adapted by Creative Industries researchers at QUT as a platform for researching the potential of vernacular creativity in a variety of contexts, including social inclusion of marginalized and disadvantaged groups; inclusion in public histories of narratives that might be overlooked; and articulation of voices that otherwise remain silent in the formulation of social and economic development strategies. The adaption of digital storytelling to different contexts has been shaped by the reflexive, recursive, and pragmatic requirements of action research. Amongst other things, this activity draws attention to the agency of researchers in facilitating these kinds of participatory media processes and outcomes. This discussion serves to problematise concepts of participatory media by introducing the term ‘co-creative media’ and differentiating these from other social media production practices.

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This study focuses on trends in contemporary Australian playwrighting, discussing recent investigations into the playwrighting process. The study analyses the current state of this country’s playwrighting industry, with a particular focus on programming trends since 1998. It seeks to explore the implications of this current theatrical climate, in particular the types of work most commonly being favoured for production. It argues that Australian plays are under-represented (compared to non-Australian plays) on ‘mainstream’ stages and that audiences might benefit from more challenging modes of writing than the popular three-act realist play models. The thesis argues that ‘New Lyricism’ might fill this position of offering an innovative Australian playwrighting mode. New Lyricism is characterised by a set of common aesthetics, including a non-linear narrative structure, a poetic use of language and magic realism. Several Australian playwrights who have adopted this mode of writing are identified and their works examined. The author’s play Floodlands is presented as a case study and the author’s creative process is examined in light of the published critical discussions about experimental playwriting work.

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Jack's Bay (the architecturalisation of memory) is a key work of the author's exhibition Lightsite, which toured Western Australian galleries from February 2006 to November 2007. It is a five-minute-long exposure photographic image captured inside a purpose-built, room-sized pinhole camera which is demountable and does not have a floor. The work depicts octogenarian Jack Morris, who for forty years held the professional salmon fishing license in the hamlet of Bremer Bay, on the SE coast of Western Australia. The pinhole camera-room is sited within sand dunes new Jack's now demolished beachside camp. Three generations of Jack's descendents stand outside the room - from his daughter to his great grand children. The light from this exterior landscape is 'projected' inside the camera-room and illuminates the interior scene which includes that part of the sand dune upon which the floorless room is erected, along with Jack who is sitting inside. The image evokes the temporality of light. Here, light itself is portrayed as the primary medium through which we both perceive and describe landscape. In this way it is through the agency of light that we construct our connectivity to landscape.

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The 1990 European Community was taken by surprise, by the urgency of demands from the newly-elected Eastern European governments to become member countries. Those governments were honouring the mass social movement of the streets, the year before, demanding free elections and a liberal economic system associated with “Europe”. The mass movement had actually been accompanied by much activity within institutional politics, in Western Europe, the former “satellite” states, the Soviet Union and the United States, to set up new structures – with German reunification and an expanded EC as the centre-piece. This paper draws on the writer’s doctoral dissertation on mass media in the collapse of the Eastern bloc, focused on the Berlin Wall – documenting both public protests and institutional negotiations. For example the writer as a correspondent in Europe from that time, recounts interventions of the German Chancellor, Helmut Kohl, at a European summit in Paris nine days after the “Wall”, and separate negotiations with the French President, Francois Mitterrand -- on the reunification, and EU monetary union after 1992. Through such processes, the “European idea” would receive fresh impetus, though the EU which eventuated, came with many altered expectations. It is argued here that as a result of the shock of 1989, a “social” Europe can be seen emerging, as a shared experience of daily life -- especially among people born during the last two decades of European consolidation. The paper draws on the author’s major research, in four parts: (1) Field observation from the strategic vantage point of a news correspondent. This includes a treatment of evidence at the time, of the wishes and intentions of the mass public (including the unexpected drive to join the European Community), and those of governments, (e.g. thoughts of a “Tienanmen Square solution” in East Berlin, versus the non-intervention policies of the Soviet leader, Mikhail Gorbachev). (2) A review of coverage of the crisis of 1989 by major news media outlets, treated as a history of the process. (3) As a comparison, and a test of accuracy and analysis; a review of conventional histories of the crisis appearing a decade later.(4) A further review, and test, provided by journalists responsible for the coverage of the time, as reflection on practice – obtained from semi-structured interviews.

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The screenplay, “Perfect Blood” (Frank and Stein), is the first two-hour episode of a two-part television miniseries Frank and Stein. This creative work is a science fiction story that speculates on the future of Western nations in a world where petroleum is scarce. A major theme that has been explored in the miniseries is the tension between the advantages and dangers of scientific progress without regard to human consequences. “Perfect Blood” (Frank and Stein) was written as part of my personal creative journey, which has been the transformation from research scientist to creative writer. In the exegetical component of this thesis, I propose that a key challenge for any scientist writing science fiction is the shift from conducting empirical research in a laboratory-based situation to engaging in creative practice research. During my personal creative journey, I found that a predominant difficulty in conducting research within a creative practice-led paradigm was unleashing my creativity and personal viewpoint, practices that are frowned upon in scientific research. The aim of the exegesis is to demonstrate that the transformative process from science to art is not neat and well-structured. My personal creative journey was fraught with many ‘wrong’ turns. However, after reflecting on the experience, I realise that every varied piece of research that I undertook allowed me to progress to the next stage, the next draft of Frank and Stein. And via the disorder of the creative process, a screenplay finally emerged that was both structured and creative, which are equally essential elements in screenwriting.

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This paper describes a behaviour analysis designed to measure the creative potential of computer game activities. The research approach applies a behavioural and verbal protocol to analyze the factors that influence the creative processes used by people as they play computer games from the puzzle genre. Creative components are measured by examining task motivation as well as domain-relevant and creativity-relevant skills factors. This paper focuses on how three puzzle games embody activity that might facilitate creative processes. The findings show that game playing activities significantly impact upon creative potential of computer games.

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In contemporary game development circles the ‘game making jam’ has become an important rite of passage and baptism event, an exploration space and a central indie lifestyle affirmation and community event. Game jams have recently become a focus for design researchers interested in the creative process. In this paper we tell the story of an established local game jam and our various documentation and data collection methods. We present the beginnings of the current project, which seeks to map the creative teams and their process in the space of the challenge, and which aims to enable participants to be more than the objects of the data collection. A perceived issue is that typical documentation approaches are ‘about’ the event as opposed to ‘made by’ the participants and are thus both at odds with the spirit of the jam as a phenomenon and do not really access the rich playful potential of participant experience. In the data collection and visualisation projects described here, we focus on using collected data to re-include the participants in telling stories about their experiences of the event as a place-based experience. Our goal is to find a means to encourage production of ‘anecdata’ - data based on individual story telling that is subjective, malleable, and resists collection via formal mechanisms - and to enable mimesis, or active narrating, on the part of the participants. We present a concept design for data as game based on the logic of early medieval maps and we reflect on how we could enable participation in the data collection itself.