89 resultados para Finitude


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An interactive installation with full body interface, digital projection, multi-touch sensitive screen surfaces, interactive 3D gaming software, motorised dioramas, 4.1 spatial sound & new furniture forms - investigating the cultural dimensions of sustainability through the lens of 'time'. “Time is change, time is finitude. Humans are a finite species. Every decision we make today brings that end closer, or alternatively pushes it further away. Nothing can be neutral”. Tony Fry DETAILS: Finitude (Mallee:Time) is a major new media/sculptural hybrid work premiered in 2011 in version 1 at the Ka-rama Motel for the Mildura Palimpsest #8 ('Collaborators and Saboteurs'). Each participant/viewer lies comfortably on their back on the double bed of Room 22. Directly above them, supported by a wooden structure, not unlike a house frame, is a semi-transparent Perspex screen that displays projected 3D imagery and is simultaneously sensitive to the lightest of finger touches. Depending upon the ever changing qualities of the projected image on this screen the participant can see through its surface to a series of physical dioramas suspended above, lit by subtle LED spotlighting. This diorama consists of a slowly rotating series of physical environments, which also include several animatronic components, allowing the realtime composition of whimsical ‘landscapes’ of both 'real' and 'virtual' media. Through subtle, non-didactic touch-sensitive interactivity the participant then has influence over both the 3D graphic imagery, the physical movements of the diorama and the 4.1 immersive soundscape, creating an uncanny blend of physical and virtual media. Five speakers positioned around the room deliver a rich interactive soundscape that responds both audibly and physically to interactions. VERSION 1, CONTEXT/THEORY: Finitude (Mallee: Time) is Version 1 of a series of presentations during 2012-14. This version has been inspired through a series of recent visits and residencies in the SW Victoria Mallee country. Further drawing on recent writings by post colonial author Paul Carter, the work is envisaged as an evolving ‘personal topography’ of place-discovery. By contrasting and melding readily available generalisations of the Mallee regions’ rational surfaces, climatic maps and ecological systems with what Carter calls “a fine capillary system of interconnected words, places, memories and sensations” generated through my own idiosyncratic research processes, Finitude (Mallee Time) invokes a “dark writing” of place through outside eyes - an approach that avoids concentration upon what 'everyone else knows', to instead imagine and develop a sense how things might be. This basis in re-imagining and re-invention becomes the vehicle for the work’s more fundamental intention - as a meditative re-imagination of 'time' (and region) as finite resources: Towards this end, every object, process and idea in the work is re-thought as having its own ‘time component’ or ‘residue’ that becomes deposited into our 'collective future'. Thought this way Finitude (Mallee Time) suggests the poverty of predominant images of time as ‘mechanism’ to instead envisage time as a plastic cyclical medium that we can each choose to ‘give to’ or ‘take away from’ our future. Put another way - time has become finitude.

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WHAT: An interactive installation with full body interface, digital projection, multi-touch sensitive screen surfaces, interactive 3D gaming software, motorised dioramas, 4.1 spatial sound & new furniture forms - investigating the cultural dimensions of sustainability through the lens of 'time'. “Time is change, time is finitude. Humans are a finite species. Every decision we make today brings that end closer, or alternatively pushes it further away. Nothing can be neutral”. Tony Fry DETAILS: Each participant/viewer lies comfortably on their back. Directly above them is a semi-transparent Perspex screen that displays projected 3D imagery and is simultaneously sensitive to the lightest of finger touches. Depending upon the ever changing qualities of the projected image on this screen the participant can see through its surface to a series of physical dioramas suspended above, lit by subtle LED spotlighting. This diorama consists of a slowly rotating series of physical environments, which also include several animatronic components, allowing the realtime composition of whimsical ‘landscapes’ of both 'real' and 'virtual' media. Through subtle, non-didactic touch-sensitive interactivity the participant then has influence over both the 3D graphic imagery, the physical movements of the diorama and the 4 channel immersive soundscape, creating an uncanny blend of physical and virtual media. Five speakers positioned around the room deliver a rich interactive soundscape that responds both audibly and physically to interactions.

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Esta tese tem como objetivo analisar as formas a partir das quais os evangélicos vivenciam a morte. Tendo em vista uma revisão da bibliografia, a autora aponta para o fato de que a ortodoxia pentecostal apresenta a morte como um evento irreversível diante do qual não existem possibilidades de negociação com o sagrado em favor dos que partiram nem mecanismos de interação entre vivos e mortos. Esse modelo contrasta com o que foi convencionalizado pela tradição católica e que é reconhecido como sendo indicativo da riqueza dos ritos de morte no Brasil. Nesta tese, a autora desenvolve um trabalho etnográfico no distrito da Praia de Mauá, em Magé, no Rio de Janeiro, procurando compreender como os evangélicos experimentam o enlutamento e o ritualizam para além do que rege a sua ortodoxia. Ao observar os contextos da cidade, do cemitério, das igrejas e das casas dos evangélicos durante processos de enterro e luto, a autora argumenta que o enfrentamento da morte e a avaliação do destino dos mortos levam em consideração negociações que têm como referência a cosmologia do catolicismo, que é re-interpretada a partir de diversos termos, tais como os modelos de pessoa socialmente aceitos e a possibilidade de conforto emocional dos enlutados. Neste sentido, na relação entre as religiões, a tese coloca em destaque antes dinâmicas de encapsulamento e compartilhamento do que de colapso e contraste.

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UANL

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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The purpose of this article is to analyze the relationship of man with death and its deployment in subjectivity and in aging. We did a brief history about the vision of death over time and we did an analysis on the process of aging and dying according to the logic of biopolitical management. With the death and old age increasingly distant from the horizons of life, subjectivity has been weakened. Thus, incorporating these aspects as there is part of one of the challenges both to the thought as to build itself.

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The purpose of this article is to analyze the relationship of man with death and its deployment in subjectivity and in aging. With this intent, we first present a brief history of the vision of death over time and after an analysis of the process of aging and dying according to the logic of biopolitical management. With death and old age increasingly distant from the horizons of life, subjectivity has been weakened. Thus, incorporating these aspects as part of existence constitutes one of the challenges to the thought as well as to the building of the self.

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This article analyzes and discusses the experience of time in old age through the relations of the elderly with photography. We did photography workshops with a group of elders exploring with them the sense of the photographic act death, as an act of freezing and stopping time and also the sense of exploring the future to create, through the photographic act, an image that can symbolize moving on in life.

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O romance Cântico Final insta o leitor a refletir sobre o significado da vida num Mundo em que, conforme afirma Elsa (uma das personagens centrais da obra), Deus morrera: “ […] que pena Deus ter morrido! Já o não podemos desafiar…” (147).Porém, ao proclamarem a morte de Deus, quer Elsa, quer Mário, o protagonista, com quem Elsa vive um romance fugaz mas intenso, ficam à mercê da sua condição humana de incompletude e de uma linguagem também humana e como tal reducionista, precária. Ainda que nos momentos de maior intimidade entre si estas personagens prefiram o silêncio ao diálogo, numa tentativa de aproximação e comunhão com um absoluto dessacralizado, a sua demanda de plenitude permanecerá vã. É o que acontece, por exemplo, quando o casal passa férias em Sesimbra, uma vila junto ao mar, com toda a simbologia que os espaços marítimos transportam e evocam. Já a Morte é incontornável, total e definitiva. É devido à inverosimilhança da morte dos seus pais que Mário abandona o espaço rural da sua aldeia e ruma a Lisboa, espaço cosmopolita, de arte e de cultura. Aí, cruza-se com várias personagens que o fazem acreditar no potencial da Arte para captar os pequenos milagres e aparições da vida. Contudo, também a arte, seja a verbal, a pictórica ou a quinestésica, é uma forma de linguagem e daí a sua natureza humana, truncada. Por isso Mário, confrontado com a iminência da sua própria morte, retorna às origens, ao espaço rural que tão bem se enquadra na noção de trialética da espacialidade tal como foi definida por Edward Soja (1999), ou seja espaço macro e micro, subjectivo e imaginado, vivido e experienciado. Ao pintar a capela da Senhora da Noite, erigida no cimo de um monte transbordante de silêncio, Mário assegura, ainda que muito parcialmente, a sua permanência, ao mesmo tempo que o rosto da Senhora da Noite capta, também fruto das tintas de Mário, uma parcela da essência de Elsa. O protagonista responde assim, de um certo ponto de vista, ao apelo de lugar, “pull of place”, como é definido por Lucy Lippard (1997,20) que lhe permite, ainda que ilusoriamente, ultrapassar o sentimento de alienação que mora em si como em todo o sujeito. Circular como a trajetória de Mário, a diegese abre e fecha num mesmo espaço: a aldeia, lugar não de ausência, mas de presença, próxima como está da voz primordial, de que são testemunho as pedras e a montanha secular, símbolos de “união indestrutível dos céus e da terra” (127).

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Why Fundamentalism? was an exhibition proposal and critical writing project developed from concept phase through to detailed proposal. It included an edited video document that lay out its core ideas and presented the diverse voices of each collaborator. A number of key themes were engaged around the hot-button (and much misunderstood) concept of Fundamentalism. The proposal included an exhibition layout, developed test imagery, ideas and animations, proposed forms for future works and a process whereby design briefs would lead to subsequent commissions. Two major grant applications were submitted to the Australia Council and Arts Queensland, with the support of State Library of Queensland, the University of Adelaide and numerous others. The project remains at the developed proposal stage awaiting suitable funding----- Critically the show became an active vehicle for drawing and exploring a line of distinction between ideas of ‘what is fundamental’ and ‘fundamentalism’ as it rested in the popular imagination, as well as in political and philosophical debates. It teased out and engaged with a number of key questions that included The Problem of Ungroundedness, A Politics of Finitude, The Post-modern/Pluralist Problem, Silent Fundamentalisms (Voices of Reason and Neo-con Religions), Fundamentalism as a Media Construct, The Pre and Post Cold-war Other, The Pressing Need for Foundations in the West and Islam as Foundationalism (rather than fundamentalism).

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This paper takes its root in a trivial observation: management approaches are unable to provide relevant guidelines to cope with uncertainty, and trust of our modern worlds. Thus, managers are looking for reducing uncertainty through information’s supported decision-making, sustained by ex-ante rationalization. They strive to achieve best possible solution, stability, predictability, and control of “future”. Hence, they turn to a plethora of “prescriptive panaceas”, and “management fads” to bring simple solutions through best practices. However, these solutions are ineffective. They address only one part of a system (e.g. an organization) instead of the whole. They miss the interactions and interdependencies with other parts leading to “suboptimization”. Further classical cause-effects investigations and researches are not very helpful to this regard. Where do we go from there? In this conversation, we want to challenge the assumptions supporting the traditional management approaches and shed some lights on the problem of management discourse fad using the concept of maturity and maturity models in the context of temporary organizations as support for reflexion. Global economy is characterized by use and development of standards and compliance to standards as a practice is said to enable better decision-making by managers in uncertainty, control complexity, and higher performance. Amongst the plethora of standards, organizational maturity and maturity models hold a specific place due to general belief in organizational performance as dependent variable of (business) processes continuous improvement, grounded on a kind of evolutionary metaphor. Our intention is neither to offer a new “evidence based management fad” for practitioners, nor to suggest research gap to scholars. Rather, we want to open an assumption-challenging conversation with regards to main stream approaches (neo-classical economics and organization theory), turning “our eyes away from the blinding light of eternal certitude towards the refracted world of turbid finitude” (Long, 2002, p. 44) generating what Bernstein has named “Cartesian Anxiety” (Bernstein, 1983, p. 18), and revisit the conceptualization of maturity and maturity models. We rely on conventions theory and a systemic-discursive perspective. These two lenses have both information & communication and self-producing systems as common threads. Furthermore the narrative approach is well suited to explore complex way of thinking about organizational phenomena as complex systems. This approach is relevant with our object of curiosity, i.e. the concept of maturity and maturity models, as maturity models (as standards) are discourses and systems of regulations. The main contribution of this conversation is that we suggest moving from a neo-classical “theory of the game” aiming at making the complex world simpler in playing the game, to a “theory of the rules of the game”, aiming at influencing and challenging the rules of the game constitutive of maturity models – conventions, governing systems – making compatible individual calculation and social context, and possible the coordination of relationships and cooperation between agents with or potentially divergent interests and values. A second contribution is the reconceptualization of maturity as structural coupling between conventions, rather than as an independent variable leading to organizational performance.

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Design Science is the process of solving ‘wicked problems’ through designing, developing, instantiating, and evaluating novel solutions (Hevner, March, Park and Ram, 2004). Wicked problems are described as agent finitude in combination with problem complexity and normative constraint (Farrell and Hooker, 2013). In Information Systems Design Science, determining that problems are ‘wicked’ differentiates Design Science research from Solutions Engineering (Winter, 2008) and is a necessary part of proving the relevance to Information Systems Design Science research (Hevner, 2007; Iivari, 2007). Problem complexity is characterised as many problem components with nested, dependent and co-dependent relationships interacting through multiple feedback and feed-forward loops. Farrell and Hooker (2013) specifically state for wicked problems “it will often be impossible to disentangle the consequences of specific actions from those of other co-occurring interactions”. This paper discusses the application of an Enterprise Information Architecture modelling technique to disentangle the wicked problem complexity for one case. It proposes that such a modelling technique can be applied to other wicked problems and can lay the foundations for proving relevancy to DSR, provide solution pathways for artefact development, and aid to substantiate those elements required to produce Design Theory.

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Conventions of the studio presuppose the artist as the active agent, imposing his/her will upon and through objects that remain essentially inert. However, this characterisation of practice overlooks the complex object dynamics that underpin the art-making process. Far from passive entities, objects are resistant, ‘speaking back’ to the artist, impressing their will upon their surroundings. Objects stick to one another, fall over, drip, spill, spatter and chip one another. Objects support, dismantle, cover and transform one another. Objects are both the apparatus of the studio and its products. It can be argued that the work of art is as much shaped by objects as it is by human impulse. Within this alternate ontology, the artist becomes but one element in a constellation of objects. Drawing upon Graham Harman’s Object-Oriented Ontology and a selection of photographs of my studio processes, this practice-led paper will explore the notion of agentive objects and the ways in which the contemporary art studio can be reconsidered as a primary site for the production of new object relationships.