9,038 research outputs found

    Inchcolm project

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    Inchcolm Project is part of an interdisciplinary research project which develops new ways of designing for the moving body across media, by combining aesthetics and design methods from contemporary performance practice and video games. As such, it brought a video game (Dear Esther, The Chinese Room, 2012) to life on a Scottish island (Inchcolm island in the Firth of Forth). During the two hour experience on Inchcolm the audience/players wander freely on the island encountering geo-tagged audio, live music, performers and installation spaces evocative of the game world, a playthrough of the game projected in the 12th century Inchcolm abbey, and an orchestral performance of the video game’s soundtrack (composed by Jessica Curry, arranged by Luci Holland and David Jamieson, performed by Mantra Collective)

    Annual Report, 2014-2015

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    People, Land, Arts, Culture and Engagement: Taking Stock of the Place Initiative

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    This report serves as a point of entry into creative placemaking as defined and supported by the Tucson Pima Arts Council's PLACE Initiative. To assess how and to what degree the PLACE projects were helping to transform communities, TPAC was asked by the Kresge Foundation to undertake a comprehensive evaluation. This involved discussion with stakeholders about support mechanisms, professional development, investment, and impact of the PLACE Initiative in Tucson, Arizona, and the Southwest regionally and the gathering of qualitative and quantitative data to develop indicators and method for evaluating the social impact of the arts in TPAC's grantmaking. The report documents one year of observations and research by the PLACE research team, outside researchers and reviewers, local and regional working groups, TPAC staff, and TPAC constituency. It considers data from the first four years of PLACE Initiative funding, including learning exchanges, focus groups, individual interviews, grantmaking, and all reporting. It is also informed by evaluation and assessment that occurred in the development of the PLACE Initiative, in particular, Maribel Alvarez's Two-Way Mirror: Ethnography as a Way to Assess Civic Impact of Arts-Based Engagement in Tucson, Arizona (2009), and Mark Stern and Susan Seifert's Documenting Civic Engagement: A Plan for the Tucson Pima Arts Council (2009). Both of these publications were supported by Animating Democracy, a program of Americans for the Arts, that promotes arts and culture as potent contributors to community, civic, and social change. Both publications describe how TPAC approaches evaluation strategies associated with social impact of the arts in Tucson and Pima County. This report outlines the local context and historical antecedents of the PLACE Initiative in the region with an emphasis on the concept of "belonging" as a primary characteristic of PLACE projects and policy. It describes PLACE projects as well as the role of TPAC in creating and facilitating the Initiative. Based on the collective understanding of the research team, impacts of the PLACE Initiative are organized into three main realms -- institutions, artists, and communities. These realms are further addressed in case studies from select grantees, whose narratives offer rich, detailed perspectives about PLACE projects in context, with all their successes, rewards, and challenges for artists, communities, and institutions. Lastly, the report offers preliminary research findings on PLACE by TPAC in collaboration with Dr. James Roebuck, codirector of the University of Arizona's ERAD (Evaluation Research and Development) Program

    reStAGEactivist art/disruptive technologies

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    In this article, I explore, with you, artists’ socio-political disruptions with communication technologies to inspire political action and social change, and how such art can be environmentally and socially useful. How does art function politically? What is activist art? What non-violent forms of dissent or disruptions to harmful practices are possible today with digital technologies, and how do artists manifest political perspectives in their practice

    Liberate your avatar; the revolution will be social networked

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    This paper brings together the practice-based creative research of artists Charlotte Gould and Paul Sermon, culminating in a collaborative interactive installation that investigates new forms of social and political narrative in multi-user virtual environments. The authors' artistic projects deal with the ironies and stereotypes that are found within Second Life in particular. Paul Sermon’s current creative practice looks specifically at the concepts of presence and performance within Second Life and 'first life', and attempts to bridge these two spaces through mixed reality techniques and interfaces. Charlotte Gould’s Ludic Second Life Narrative radically questions the way that users embody themselves in on-line virtual environments and identifies a counter-aesthetic that challenges the conventions of digital realism and consumerism. These research activities and outcomes come together within a collaborative site-specific public installation entitled Urban Intersections for ISEA09, focusing on contested virtual spaces that mirror the social and political history of Belfast. The authors' current collaborative practice critically investigates social, cultural and creative interactions in Second Life. Through these practice-based experiments the authors' argue that an enhanced social and cultural discourse within multi-user virtual environments will inevitably lead to growth, cohesion and public empowerment, and like all social networking platforms, contribute to greater social and political change in first life

    Beyond Exhibitions

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    Over the last two decades, as the contemporary artworld grew to a planetary size—more galleries, more fairs, more art-selling websites, bigger museums, new biennials, and digital platforms—it seems that, along with it, a new cultural figure emerged: the international curator. Moreover, the practice of curation has metastasized into unconventional spaces and formats. Exhibitions are no longer confined to museums. They are no longer focused on art and artifacts but are often held at unlikely venues (physical and digital) and have grown to include other by-products of a culture such as architecture, design, and content. But what is the future of Curatorial Practice, and how would the international, independent curators of the future have to design and deliver compelling exhibitions that would connect to—and resonate with—a global audience? The following Major Research Project (MRP), examines the trajectory of Curatorial Practice as well as the role of curators, and their influence, as creators of exhibitions, on human development. It will analyze the trends, patterns, and signals of change in the contemporary artworld, foresighting the future of the practice and the role of curators in directing its development. The examined theory in this MRP is as follows: curators and their role have evolved to be major influencers in the global artworld. Moving forward, their future is hinged on how they tell stories about contemporary culture. It is a departure from their role in the past as merely 'organizers' of physical exhibitions where they collected the art and artifacts, placing them in museums. In the near future, the exhibitions must move away from having Curatorial Statements. Instead, they would benefit from connecting with their audience through a Curatorial Narrative, telling the story of the development of the content. These cultural figures, curators, need to understand the development of contemporary content from an intimate perspective and tell the story if its progress through the literary device of Reliable Narrator. This strategy, a subtle shift, will transform the design and delivery of the content for an exhibition. Narratives will also resonate with the future audience, presenting and documenting the current times, telling the stories of contemporary culture in the social, global context
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