10,723 research outputs found

    Learning to Imagine

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    For the purpose of this discussion, we posit that there are essentially four overarching reasons we educate. They are: preparing students for democratic participation, providing access to knowledge and critical thinking, enabling all students to take advantage of life's opportunities, and enabling students to lead rich and rewarding personal lives. None of these can be achieved fully without attention to the role of imagination. While we acknowledge that not all would agree with our definition of purposes, our comprehensive vision, we believe, can serve our children and our society well

    Design enquiry: tacit knowledge and invention in science

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    For some years there has been discussion and speculation on the subject of "design enquiry" and a number of people, for example Richard Buchanan and Clive Dilnot , have looked for forms of enquiry appropriate to, or fruitful for, design as an academic and professional discipline. From a different perspective, Ranulph Glanville has suggested that the relationship between design and science might be redefined to acknowledge similarities of method that are disguised by forms of narrative employed by scientists. However most contributions in these debates deal with generalisations so I would like to propose some specific ways in which designers can explore and develop the concepts and practices of design enquiry. In particular I would like to discuss a kind of enquiry where designers can play a role in forming and pursuing questions which arise in the natural sciences and I will suggest that this role might be extended into some other fields. In doing so I will make reference to the subject of tacit knowledge, a concept which was formalised by Michael Polanyi in his consideration of the philosophy of science 50 years ago and which has attracted continuing interest (his 1958 book, Personal Knowledge, was reprinted most recently in 1998 and 2002), but also some shallow interpretation since then. I believe that Polanyi has a great deal to offer the design community, perhaps more in some respects than the widely cited work of Donald Schon who dealt with general questions of practice relevant to many disciplines while Polanyi addressed the relationship between enquiry and creativity in a very direct way. </p

    Truth, Beauty, Freedom, and Money: Technology-Based Art and the Dynamics of Sustainability

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    Proposes innovative new approaches and models for art and technology institutions, and provides details for an "Arts Lab," a unique hybrid art center and research lab

    Processpatching: defining new methods in aRt&D

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    In the context of a rapidly changing domain of contemporary electronic art practice- where the speed of technological innovation and the topicality of art 'process as research' methods are both under constant revision- the process of collaboration between art, computer science and engineering is an important addition to existing 'R&D'. Scholarly as well as practical exploration of artistic methods, viewed in relation to the field of new technology, can be seen to enable and foster innovation in both the conceptualisation and practice of the electronic arts. At the same time, citing new media art in the context of technological innovation brings a mix of scientific and engineering issues to the fore and thereby demands an extended functionality that may lead to R&D, as technology attempts to take account of aesthetic and social considerations in its re-development. This new field of new media or electronic art R&D is different from research and development aimed at practical applications of new technologies as we see them in everyday life. A next step for Research and Development in Art (aRt&D) is a formalisation of the associated work methods, as an essential ingredient for interdisciplinary collaboration. This study investigates how electronic art patches together processes and methods from the arts, engineering and computer science environments. It provides a framework describing the electronic art methods to improve collaboration by informing others about one's artistic research and development approach. This investigation is positioned in the electronic art laboratory where new alliances with other disciplines are established. It provides information about the practical and theoretical aspects of the research and development processes of artists. The investigation addresses fundamental questions about the 'research and development methods' (discussed and defined at length in these pages), of artists who are involved in interdisciplinary collaborations amongst and between the fields of Art, Computer Science, and Engineering. The breadth of the fields studied necessarily forced a tight focus on specific issues in the literature, addressed herein through a series of focused case studies which demonstrate the points of synergy and divergence between the fields of artistic research and development, in a wider art&D' context. The artistic methods proposed in this research include references from a broad set of fields (e. g. Technology, Media Arts, Theatre and Performance, Systems Theories, the Humanities, and Design Practice) relevant to and intrinsically intertwined with this project and its placement in an interdisciplinary knowledge domain. The aRt&D Matrix provides a complete overview of the observed research and development methods in electronic arts, including references to related disciplines and methods from other fields. The new Matrix developed and offered in this thesis also provides an instrument for analysing the interdisciplinary collaboration process that exclusively reflects the information we need for the overview of the team constellation. The tool is used to inform the collaborators about the backgrounds of the other participants and thus about the expected methods and approaches. It provides a map of the bodies of knowledge and expertise represented in any given cross-disciplinary team, and thus aims to lay the groundwork for a future aRt&D framework of use to future scholars and practitioners alike

    Visual Literacy and New Technologies

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    This body of research addresses the connection between arts, identity and new technology, and investigates the impact of images on adolescent identities, the relationship between online modes of communication and cyber-bullying, the increasing visualization of information and explores the way drawing and critical analysis of imagery develops visual literacy. Commissioned by Adobe Systems Pty Ltd, Australia (2003) to compile the Visual Literacy White Paper, Bamford’s report defines visual literacy and highlights its importance in the learning of such skill as problem solving and critical thinking. Providing strategies to promote visual literacy and emphasizing the role of technology in visual communication, this report has become a major reference for policy on visual literacy and cyber-bullying in the UK, USA and Asia

    Chicana/o Artivism: Judy Baca's Digital Work with Youth of Color

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    Part of the Volume on Learning Race and Ethnicity: Youth and Digital Media Astounding digital murals have emerged from the minds and souls of Chicana artist Judy Baca and the youth of color who have collaborated with her over the past ten years. Their workspace is SPARC, the Social and Public Art Resource Center, founded by Baca in 1996 and dedicated to the creation and support of community and public art in Southern California. But the digital art they produce is not only located in SPARC -- it can be found in virtual installations globally, as well as on the walls of Los Angeles barrio housing projects and in the hybrid spaces of the Internet. We call their activity "digital artivism," a word that is itself a convergence between "activism" and digital "artistic" production. The digital artivism we find expressed through SPARC, we argue, is symptomatic of a Chicana/o twenty-first century digital arts movement. This digital artivist movement also advances the expression of a mode of liberatory consciousness that Chicana feminist philosopher Gloria Anzaldua calls la conciencia de la mestiza, i.e. the radical consciousness of a mixed race peoples. Chela Sandoval and Guisela Latorre call attention to this mode of digital artivism enacted by Baca and young people who are vested in the convergences between creative expression, social activism, and self-empowerment

    Rockefeller Foundation - 1999 Annual Report

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    Contains statement of mission and vision, president's message, program information, grants list, financial statements, and list of board members and staff

    Beyond Green: The Arts as a Catalyst for Sustainability

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    The creative sector has played a significant role in efforts to raise awareness of the impacts of climate change and encourage sustainable social, economic, and environmental practices worldwide. Many artists and cultural organizations have embarked on remarkable projects that make us reflect on our behaviors, our carbon footprints, and the claims of infinite growth based on finite resources. Sometimes treading a fine line between arts and advocacy, they have sparked extraordinary collaborations that reveal new ways of living together on a shared planet. The 'art of the possible' will become even more relevant as 2016 dawns - bringing the challenge of how to implement the Sustainable Development Goals and the Climate Change Agreement adopted at the end of 2015. Yet with negotiations overshadowed by scientific controversy, political polemic and geographic polarization, individuals can easily lose faith in their own ability to shape change beyond the hyperlocal level. Against this challenging backdrop, could the arts and creative practice become a particle accelerator - to shift mindsets, embrace new ways of sharing space and resources, and catalyze more creative leadership in the public and private spheres? The goal of this Salzburg Global Seminar session was to build on path-breaking cultural initiatives to advance international and cross-sectoral links between existing arts and sustainability activities around the world, encourage bolder awareness-raising efforts, and recommend strategic approaches for making innovative grassroots to scale for greater, longer-term impact

    Translation: From Bench to Brain – Using the visual arts and metaphors to engage and educate

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    This article examines multidisciplinary public engagement projects that bring together developments in psychiatric research and practice with visual art and its use of metaphor. The article focuses on the art exhibition Translation: From Bench to Brain, which was the basis for further collaborations, illustrating how the learning from the original event influenced subsequent projects. Combining art exhibitions with online documentation and resources, the projects explored not only medical and scientific themes, but also the wider social, cultural and ethical ramifications, specifically aspects of identity, risk and stigma. The activities demonstrate the value of a developmental approach to public engagement as a process, whereby projects build on previous activities and evolving multidisciplinary perspectives, networks and expertise
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