scholarly journals Editorial

Author(s):  
Sophia Lycouris ◽  
Eleni-Ira Panourgia ◽  
Katerina Talianni ◽  
Jack Walker

This third issue of Airea presents a second round of articles in response to our call for contributions 'Revisiting interdisciplinarity within collaborative and participatory creative practice', announced in June 2019. Following the second issue that showcased contributions from sound-related areas, the present collection focuses on the breadth of practices in art and design. The contributions in this issue surface knowledge about the way interdisciplinary methodologies and approaches influence and shape spaces and bodies within collaborative and participatory works.

2021 ◽  
Vol 23 (2) ◽  
pp. 132-147
Author(s):  
Kirstin A. Mills

This article examines the processes of fragmentation and haunting surrounding the explosion of competing translations, in 1796, of Gottfried August Bürger's German ballad ‘Lenore’. While the fragment has become known as a core narrative device of the Gothic, less attention has been paid to the ways that the fragment and fragmentation operate as dynamic, living phenomena within the Gothic's central processes of memory, inspiration, creation, dissemination and evolution. Taking ‘Lenore’ as a case study, this essay aims to redress this critical gap by illuminating the ways that fragmentation haunts the mind, the text, and the history of the Gothic as a process as much as a product. It demonstrates that fragmentation operates along lines of cannibalism, resurrection and haunting to establish a pattern of influence that paves the way for modern forms of gothic intertextuality and adaptation. Importantly, it thereby locates fragmentation as a process at the heart of the Gothic mode.


Author(s):  
Lindsay Grace

Software is philosophical. Software is designed by people who have been influenced by a specific understanding of the way objects, people and systems work. These concepts are then transferred to the user, who manipulates that software within the parameters set by the software designer. The use of these rules by the designer reinforces an understanding of the world that is supported by the software they use. The designer then produces works that mimic these same philosophies instead of departing from them. The three axes of these philosophies are analogy, reductivism, and transferred agency. The effects on computer-based artistic expression, the training in digital art production, and the critique of art are evaluated in this chapter. Tensions between the dominant scientific approaches and the dominant artistic approaches are also defined as destructive and constructive practice respectively. The conclusion is a new critical perspective through which one may evaluate computer integrated creative practice and inspire fresh creative composition.


Leonardo ◽  
2018 ◽  
Vol 51 (2) ◽  
pp. 181-182
Author(s):  
Michel van Dartel ◽  
Anne Nigten

This paper argues that a first step in finding a sustainable solution for the pressing global issue of ‘waste’, is to consider waste a value attribution rather than a material condition. Doing so means a shift in focus from finding more efficient ways to ‘clean up the mess’ to changing the way in which value is attributed to things. The paper looks at a selection of recent literature on value systems to identify useful concepts and theory for a value-based solution to waste and proposes to probe such potential solutions through art and design.


Popular Music ◽  
2010 ◽  
Vol 29 (2) ◽  
pp. 213-227 ◽  
Author(s):  
Keith Negus

AbstractIn this article I emphasise the deliberate and reflexive way that Bob Dylan has approached studio recording, sketching the features of a phonographic aesthetic, to highlight a neglected aspect of Dylan's creative practice and to counter the view of Dylan as primarily a ‘performing artist’, one who approaches the studio in a casual manner as a place to cut relatively spontaneous drafts of songs that are later developed on stage. Drawing on Evan Eisenberg's discussion of the ‘art of phonography’ and the way recording radically separates a performance from its contexts of ‘origin’ (allowing recordings to be taken into a private space and subjected to intense, repeated listening), I argue that studio practice, a recording aesthetic and the art of phonography are integral to Dylan's songwriting. The process and practice of songwriting is realised through the act of recording and informed by listening to songs and performances from recordings, regardless of how much time is actually spent in the studio. Exploring how Dylan's phonographic imagination has been shaped by folk, blues and pop sonorities, along with film music, I argue that recording should be integrated into discussions of Dylan's art, alongside the attention devoted to lyrics, performance and biography.


Author(s):  
Liudmila A. Alyabieva ◽  
Irina M. Sakhno ◽  
Tatiana E. Fadeeva

The authors of the article focus on the discussion format of practical research. In recent years, practice as research has become a direction of research activity in foreign universities and an object of close attention from the Russian academic community. Representatives of various disciplines in art and the humanities convincingly argue the need for such a format of creative practice in performance, theatre, dance and contemporary art. Practice as research includes different forms and ways of representing applied and project art products. Today, a practising researcher causes controversy and discussion since the model of creative practice as a method of studying art is an innovative educational format. Also, the parameters of evaluating practical research, the relationship between theoretical, purely research, and creative material cause significant difficulties. The methodology based on practice and the parameters of the assessment of practice as research give rise to a lively discussion. The situation in arts and humanities teaching is complicated because practice-related research has been labelled as field research and practice-based experimentation in medicine, design and engineering for a long time. Artistic practice in contemporary art and design has recently become the object of close attention at the Graduate School of Art and Design at the Higher School of Economics since, today, the practical focus of visual research is the main direction in educational bachelor and master’s programs. A new understanding of art as a practice and, at the same time, research can shed light on many topics, including cultural anthropology, psychology, sociology, etc. That is why we defend the idea of the interdisciplinarity of such studies in our article. Artistic practice as a field of academic research and new experience in postgraduate education is at the centre of our study. We strive to generalise the experience of European educational programs, expand the range of methodological approaches and present the author’s concept. Practice and research have long been inseparable in many humanities; project workshops and representation of creative artifacts are at the heart of contemporary art and design education. Modern Russian education is just beginning to explore new territory. In this sense, our collaborative research of an innovative format is designed to analyse foreign experiences and formulate the need to promote new educational technologies within the framework of graduate school. The habitus of practice as research is such that research based on practice raises the question of the forms of critical activity and content parameters of a creative artifact and documenting research materials. The posed research problem in combination with practice demonstrates the originality of research. It expands the boundaries of the research field by introducing a hybrid methodology for evaluating a creative project and critical discourse. The task of the authors of the article is to identify a debatable problem field, analyse analytical data related to the innovative scientific field and present essential strata of the new educational format, Practice as Research.


CJEM ◽  
2019 ◽  
Vol 21 (S1) ◽  
pp. S52-S53
Author(s):  
S. VandenBerg ◽  
G. Harvey ◽  
J. Martel ◽  
S. Gill ◽  
J. McLaren

Background: In Alberta in 2016 more people died from an opioid overdose than from motor vehicle crashes. Naloxone is an opioid antagonist - it can reverse an opioid overdose for a period of 30 to 60 minutes. Naloxone kits are available free at emergency departments and community organizations around the province with training provided at the point of pickup. It is possible that training may be refused or may be forgotten and people are often left to rely solely on the instructions included in the kit. Human centred design can improve the way people interact with overdose instructions. Aim Statement: This study will measure the effectiveness and usefulness of prototype community naloxone kit instructions over a six month period of time (2018) in Calgary and Edmonton with the aim to use human centred design principles to improve the way people interpret emergency overdose response directions. Measures & Design: Information design experts engaged people with lived experience to provide a process map outlining the current role that educational materials and instructions for community naloxone kits play in responding to an opioid overdose. Alberta Health Services (AHS) Human Factors, in collaboration with AHS harm reduction developed the protocol and administered pre- and post-questionnaire and specific ‘performance checkpoints’ intended to measure effectiveness and usefulness. A simulated overdose including a mannequin, injection trainer and anatomical paper diagram was designed and a community naloxone kit with instructions setting was provided. Participants were recruited through harm reduction nurses with pre-existing clinical relationships (experienced group), family and friends of people who use opioids and general public (non-experienced) through the University of Alberta Faculty of Art and Design. Evaluation/Results: A total of 30 voluntary participants provided their informed consent and engaged in a simulated overdose scenario using a set of prototype instructions developed by a professional information designer. Through repeated data sampling, the following points were observed and will be integrated in the next iteration of design: It isn't clear to people what opioids are. It isn't clear to people that giving a dose of naloxone will not harm a person, especially if they have not overdosed. Almost none of the participants called 911. People seem to read pictures and text equally in the non-experienced group, but in the experienced group, typically read the pictures. Many participants stated that they knew how to do rescue breaths, but did not perform them correctly. Performing the procedure is a not the same as being asked about how to perform the procedure. Discussion/Impact: Even with new instructional prototypes, many participants identified components that were unclear or confusing. The experienced group made less mistakes than the non-experienced group. They seemed to be more invested or interested in saving a friend's life. These instructions will go through another round of design to incorporate feedback from end users. The final product will be part of a larger provincial emergency medicine initiative that includes participant led design and education around emergency response in opioid overdose settings.


2016 ◽  
Vol 6 (3) ◽  
pp. 18-24
Author(s):  
Karen Tei Yamashita

Jonathan Crisman and Jason Sexton interview Karen Tei Yamashita about motivating and influential features behind her novels and plays, which are difficult to define by genre: they have been called science fiction, speculative fiction, postmodern, postcolonial, magic realist, and most certainly experimental. Between her transnational history, her role as a maker, and the strong spatiality of her writing, Yamashita’s insights have shaped the way urban humanities are practiced. Her landmark 1997 novel, Tropic of Orange, has become a key text and model for creative practice for urban humanists based in Los Angeles.


2014 ◽  
Vol 153 (1) ◽  
pp. 118-127 ◽  
Author(s):  
Craig Batty

Today's market is inundated with digital screenwriting tools and apps. From the introduction of formatting software that promised to give writers access to industry standard screenplay layout (Final Draft, Celtx) comes an era in which technologists are seeking to influence screenwriting practice itself (Scrivener, Slugline, Plotbot, StorySkeleton). Although perhaps not as explicit in their claims of success as the plethora of seminars by screenwriting ‘gurus’, digital tools and apps do in some ways promise a range of solutions to everyday screenwriting problems, at the very least by assuring users that they will help manage the logistics that often get in the way of creativity. But what do these digital interventions actually do? Do they shape creative practice, or merely provide tools to format a screenwriter's existing ideas? Do they help the writing process, or the processing of writing? This article examines some of the digital screenwriting tools and apps on the current market, and examines what they offer script development and writing practice. By reflecting on my own involvement in an online screenplay assessment platform, the article also suggests how embracing pedagogical aspects of screenwriting might give digital tools and apps the opportunity to help shape creative practice.


1978 ◽  
Vol 3 (4) ◽  
pp. 5-16 ◽  
Author(s):  
Frank Hatt

Within higher education courses are being designed which emphasise the acquisition of learning skills rather than the absorption of ‘blocks’ of subject knowledge. Such courses indicate the way in which library-based learning skills can be developed alongside other learning skills, and also show the necessity of the librarian’s involvement in course design teams. This approach to library teaching has been developed most, perhaps, in art and design libraries where the demands of the ‘hidden curriculum’ have always been felt, if not overtly acknowledged.(The text of a paper presented at the ARLIS Seminar on User Education held at Leeds Polytechnic, 7-8 April, 1978.)


Art Scents ◽  
2020 ◽  
pp. 229-242
Author(s):  
Larry Shiner

Chapter 12 explores two main ways out of the impasse reached in Chapter 11. The first way would adopt one of the current composite or disjunctive definitions of (fine) art; the second way would abandon the quest for defining (fine) art and consider instead what it would take to promote some perfumery practices to the status of art perfumes, parallel to the way some kinds of photography or quilt making have become art photography or art quilts. Since this solution to the impasse would mean that only certain types of perfumes could be considered art perfumes, leaving most standard perfumes part of design, a postlude to Part III, “Free Art versus Design Art,” answers the concern of perfume admirers that this would demote the finest perfumes for wear to “minor art” status.


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