186,790 research outputs found

    The hunt for submarines in classical art: mappings between scientific invention and artistic interpretation

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    This is a report to the AHRC's ICT in Arts and Humanities Research Programme. This report stems from a project which aimed to produce a series of mappings between advanced imaging information and communications technologies (ICT) and needs within visual arts research. A secondary aim was to demonstrate the feasibility of a structured approach to establishing such mappings. The project was carried out over 2006, from January to December, by the visual arts centre of the Arts and Humanities Data Service (AHDS Visual Arts).1 It was funded by the Arts and Humanities Research Council (AHRC) as one of the Strategy Projects run under the aegis of its ICT in Arts and Humanities Research programme. The programme, which runs from October 2003 until September 2008, aims ‘to develop, promote and monitor the AHRC’s ICT strategy, and to build capacity nation-wide in the use of ICT for arts and humanities research’.2 As part of this, the Strategy Projects were intended to contribute to the programme in two ways: knowledge-gathering projects would inform the programme’s Fundamental Strategic Review of ICT, conducted for the AHRC in the second half of 2006, focusing ‘on critical strategic issues such as e-science and peer-review of digital resources’. Resource-development projects would ‘build tools and resources of broad relevance across the range of the AHRC’s academic subject disciplines’.3 This project fell into the knowledge-gathering strand. The project ran under the leadership of Dr Mike Pringle, Director, AHDS Visual Arts, and the day-to-day management of Polly Christie, Projects Manager, AHDS Visual Arts. The research was carried out by Dr Rupert Shepherd

    Designing Environmental Graphic Design With Cultural Values for West Java Province

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    This paper departs from the phenomenon of the need for city or regional identity in public spaces. The people of Bandung and West Java created the identity of the city and region in the form of gates and monuments bordering the environmental area which in terminology can be called Environmental Graphic Design (EGD). The form of exploration is very diverse, and adapted to the abilities and creativity of the people in the environment. The making of EGD by the public often presents primordial cultural symbols especially Kujang forms, but the use of the Kujang symbol is very diverse and has not yet become an identity system that fulfills its existence as an EGD. This paper will analyze the Kujang symbol as an artefact of Sundanese culture, as well as provide design solutions, in the form of an EGD system based on cultural values that lie in the philosophical values of the Kujang cosmology and Sundanese culture values. The methodology used is descriptive qualitative and design thinking The result of this paper is to design visual ideas about EGD based on cultural values and Sundanese cultural philosophy, especially the Kujang symbol which can be used as a benchmark for people who EGD in West Java Province. Keywords EGD, Cultural Values, Kujan

    On the role of artistic freedoms in protecting fundamental human rights

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    This was a paper written to be spoken at the Human Rights Conference 2020: Lawyers without Borders Student Division Aberdeen University, March 2020. It was accompanied by 15 Power point slides, which cannot be reproduced in the hard copy paper for reasons of copyright. The paper responds to the question, 'Do artistic freedoms contribute to the protection of fundamental Human Rights'. With examples and with reference to cultural policy research discourse, I argue that the freedoms of 'art' are intimately connected to human rights, and that where human rights are contextualised by 'culture' (and cultural rights) we begin to understand the significance of the 'human' in human rights

    Integrating Authentic Digital Resources in Support of Deep, Meaningful Learning

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    "Integrating Authentic Digital Resources in Support of Deep, Meaningful Learning," a white paper prepared for the Smithsonian by Interactive Educational Systems Design Inc., describes instructional approaches that apply to successful teaching with the Smithsonian Learning Lab.After defining its use of terms such as deeper learning and authentic resources the authors review the research basis of three broad approaches that support integrating digital resources into the classroom:Project-based learningGuided exploration of concepts and principlesGuided development of academic skillsThese approaches find practical application in the last section of the paper, which includes seven case studies. Examples range from first-grade science, to middle-school English (including ELL strategy) to a high-school American government class. In each example, students study and analyze digital resources, going on to apply their knowledge and deepen their understanding of a range of topics and problems

    Workshop on Methodology for the Conservation of Polychromed Wooden Altarpieces

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    Examines a number of issues related to the preservation of altarpieces, and proposes a series of integral and methodological recommendations to individuals and organizations involved in altarpiece conservation and management

    Music interaction research in HCI

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    The ubiquity of music consumption is overarching. Statistics for digital music sales, streaming video videos, computer games, and illegal sharing all speak of a huge interest. At the same, an incredible amount of data about every day interactions (sales and use) with music is accumulating through new cloud services. However, there is an amazing lack of public knowledge about everyday music interaction. This panel discusses the state of music interaction as a part of digital media research. We consider why music interaction research has become so marginal in HCI and discuss how to revive it. Our two discussion themes are: orientation towards design vs. research in music related R&D, and the question if and how private, big data on music interactions could enlighten our understanding of ubiquitous media culture

    New Media Art/ New Funding Models

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    Investigates the current state of funding for new media artists, with an emphasis on the support structures for innovative creative work that utilizes advanced technologies as the main vehicle for artistic practice

    Reading in the Disciplines: The Challenges of Adolescent Literacy

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    A companion report to Carnegie's Time to Act, focuses on the specific skills and literacy support needed for reading in academic subject areas in higher grades. Outlines strategies for teaching content knowledge and reading strategies together
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