scholarly journals The methodology behind digital papers

Author(s):  
Catherine Gough-Brady

In 2015 Ross Gibson wrote about the need in the academy for “linguistic explication” of the artwork and creative process, in particular to encourage debate on knowledge that arises from the work. I began my creative practice PhD after spending twenty years as a successful documentary practitioner. When it was time to start writing about my research and the new knowledge, instead of using text I turned to the audiovisual medium as my method of communication. I created “Filming” (2017), which combines the theory-rich mode of academic papers with the audio-visual form of my art, documentary. I called it a “digital paper”. The digital paper form has become an integral part of my PhD. This hybrid creative practice uses my artform medium as my method of communicating Gibson’s “linguistic explication”, rather than using text alone. This report will locate the digital paper within my PhD practice.

Author(s):  
Marta Pilar Montañez Mesas

Resumen: La creatividad forma parte del aprendizaje, especialmente en ELE, también para fines específicos como español para los negocios. El proceso creativo pone orden en los nuevos conocimientos o contenidos y, al mismo tiempo, el resultado genera satisfacción en el aprendiz. En otras palabras, aprendemos mejor cuando la tarea nos interesa o nos emociona. Existen varios tipos de tareas creativas, pero podrían agruparse en dos: algunas de ellas requieren el manejo de programas informáticos y otras son de tipo retórico o literario. En las tareas que aquí se proponen, el aprendiz es el protagonista de su aprendizaje y ha de crear de la nada un texto original e inédito. Finalmente, la creatividad es útil pero tiene que adaptarse a cada grupo específico. Palabras clave: creatividad, ELE, español para fines específicos, español para los negocios, B1-B2 Abstract: Creativity is part of learning, especially in SFL, also in Spanish for Specific Purposes like Spanish for business. Creative process put order in new knowledge or contents and, at the same time, the results make the student happy. In other words, we learn better when we are interested in the task or it produces us emotions. In general, there are two types of creativity tasks: some of them need computer programs and others are rhetorical or literary. In the tasks that are proposes here the student is the protagonist of his learning and he has to create of nothing some original and unpublished text. Finally, creativity is useful but it has been adapted to the specific group. Key words: creativity, SFL, Spanish for Specific Purposes, Spanish for business, B1-B2


2007 ◽  
Vol 34 (5) ◽  
pp. 925-943 ◽  
Author(s):  
Rob Imrie

It is commonly assumed that building regulation and control is a technical activity and part of a bureaucratic machine external to the design process. For many architects building regulations are no more than a set of rules to be adhered to, and are usually seen as ephemeral, even incidental, to the creative process of design. However, the main argument of this paper suggests that the building regulations are entwined with, and are constitutive of, architects' practices. Far from being an insignificant part of the design process, as some commentators suggest, I develop the argument that the building regulations influence aspects of creative practice and process in architecture and, as such, ought to be given greater attention by scholars of urban design.


Author(s):  
Maarit Mäkelä

Artists and designers have recently begun to take an active role in contextualising the creative process in relation to their practice. Thus, understanding how the creative mind proceeds has been supplemented with knowledge obtained inside the creative process. In this way, the spheres of knowledge, material thinking and experience that are fostered through creative work have become entangled and embedded as elemental parts of the research process. This article is based on documentation and reflection of the author’s creative practice in contemporary ceramic art at the beginning of 2015. The article discusses how the creative process proceeds by alternating between two positions: serendipity and intentionality. By describing the different phases of the process, it reveals the interplay between the diverse range of activities and how these gradually construct the creative process


Design Issues ◽  
2017 ◽  
Vol 33 (3) ◽  
pp. 104-109 ◽  
Author(s):  
Ian Lambert ◽  
Chris Speed

As an activity, research through design gives rise to new knowledge from both creative processes and, if there are any, resultant artifacts. Arguably, all creative practitioners are researchers of one kind or another, whether through materials, aesthetics, technologies, ethnographies, or cultural theory. It also can be argued that research methods in creative practice have not so much been invented or applied to validate academic integrity, but instead they have unfolded and emerged as enquiry has deepened. In this way, the design researcher has the means to re-position their projects to frame premeditated research questions and objectives within their work, and in some cases, apply research questions after practice has taken place.


2020 ◽  
Vol 23 (5) ◽  
pp. 77-86
Author(s):  
Michail Murashkin

The aim of the study is to clarify and shed light on the phenomenon of OTHER postmodernism, the importance and significance of its characteristics as another within man himself, which regulates and purifies what is in human nature, which is reflected in religious and mystical culture and art. Also on the materials of psychology, as a parallel with OTHER postmodern, the phenomenon of compensatory enlightenment, the importance and significance of its characteristics as the spontaneous loss of insignificant, unimportant, shallow thoughts and vanity that exists in human nature. The importance and significance of compensatory enlightenment is demonstrated by the example of the connection with the transcendence of philosophical culture, as well as religious-mystical and aesthetic-artistic cultures. When we speak of the transcendence of philosophical culture, we mean the consideration by this culture of those states of man which cannot be reliably conveyed in words, but which are nevertheless presented in documentary as higher states of consciousness. The methodology of obtaining new knowledge is based on a comparative method of research, collecting the characteristics of another postmodern and inductive reasoning in this regard. Documentary texts are compared, generalizations of these texts are found. At the same time, different human states are compared on the examples of religious and mystical culture. The scientific novelty lies in the fact that for the first time such a phenomenon of human nature as the recognition of one’s own other within oneself is considered, which can be recorded in such categories as "compensatory enlightenment", "transcendent", "numinous". , "Sacred". The subject of research is considered in connection with the transcendence of philosophical culture, with such areas of culture as religious-mystical and aesthetic-artistic. Conclusions. It has been found that the other post-modern, as the inner recognition of one’s own other within oneself, can be understood as a compensatory enlightenment, which is a non-negative phenomenon of human nature. Another postmodern is related to the creative process at the stage of "maturation", in which a person destroys his outdated personality. This is highlighted in the demonstration of the transcendence of philosophy, as well as religious and mystical culture.


2021 ◽  
Vol 11 (4) ◽  
Author(s):  
Martín B. Fons Sastre

ABSTRACT This article focuses on new knowledge perspectives proposed by research on onstage practice within the performing arts. It is based on the notion of the laboratory as a backbone, methodological framework, and place for exploring research-creation projects. Our study offers critical reflections on research procedures, taking the actor's creative process as our object of study. We go on to establish a connection between theoretical dimensions and practical expressions, through analysis of two research projects that confront performance practice with its underlying scientific premises. Lastly, different modes for publishing and disseminating the results of research on onstage practice are discussed.


Leonardo ◽  
1970 ◽  
Vol 3 (3) ◽  
pp. 368 ◽  
Author(s):  
LeGrace Benson ◽  
Donald L. Weismann
Keyword(s):  

2019 ◽  
Vol 172 (1) ◽  
pp. 61-73
Author(s):  
Richie Barker ◽  
Paul Atkinson

Creative practice in advertising is often lauded for its novelty, which is recognised in industry awards and other forms of peer evaluation. However, advertising is commonly required to address broad audiences, which means it needs to reflect popular and common cultural ideas. When developing ideas for a new project, advertising creatives usually undertake a research process that allows them to draw upon popular culture texts and previous advertisements. In the pre-digital era, this activity largely depended on the creative’s relationship to their social milieu, but following the arrival of the Internet and the search engine, the creative research process has expanded in scope and become much faster. However, the idea that search, and we refer particularly to Google search, neutrally supports creative practice requires greater scrutiny. In this article, we explore how Google connects advertising creatives to cultural references by considering research on practitioners’ everyday actions through the lens of transactive memory theory and models of creative process.


Buildings ◽  
2020 ◽  
Vol 10 (12) ◽  
pp. 242
Author(s):  
Ju Hyun Lee ◽  
Michael J. Ostwald

Decision-making in design is a cognitive process wherein alternatives are generated and evaluated, potentially enabling a more creative design process. In recent years parametric design’s heightened capacity for automatically generating and evaluating options has been celebrated by researchers and designers, but it has also placed an increased emphasis on decision-making activities which have not previously been studied in this context. This paper conducts the first in-depth protocol analysis of the decision-making process (DMP) in parametric design. Using empirical data, it identifies three parametric DMPs at the conceptual design stage: (i) “conclusive” DMP, (ii) “confirmative” DMP, and (iii) “simulative” DMP. The results of this research indicate that while conclusive DMP generates and evaluates design alternatives, its “forward incrementation” approach has only limited potential for creativity. The confirmative DMP develops three creative operation loops in parametric design, suggesting it may be an important creative process. The simulative DMP simultaneously addresses divergent and convergent thinking, also indicating potential creative operations and outcomes. The identification and analysis of these DMPs contributes to developing new knowledge about the processes used in parametric design and their capacity to support creative results.


2021 ◽  
Vol 20 ◽  
pp. 160940692199049
Author(s):  
Emily S. Ho ◽  
F. Virginia Wright ◽  
Janet A. Parsons

While participant-created drawings in arts-based health research, used as a process of producing knowledge are well known, similar approaches with researcher-created drawings are less common. This article describes the journey of how researcher-created drawings as an arts-based analytical approach helped a novice researcher to draw deeper into the interpretive process. Emerging from a positivist paradigm, a proceduralist understanding of the qualitative methods was readily grasped by this researcher, but developing reflexivity and deep analytical insights required facilitation. An overarching interpretivist qualitative approach that aligns with Gadamerian philosophical hermeneutics was used to analyze participant observation data (field notes, researcher-created drawings) of decision-making encounters between families of youth with brachial plexus birth injuries and the health care team in the clinic setting. Drawing acted as an analytical catalyst such that the task of creating a visual product helped this researcher to look beyond descriptive, factual and procedural information in participant observation data. Drawing created spontaneity that fostered freedom to interpret, while hermeneutic reflection created self-dialogue about understandings that arose from all data sources. Reflexivity was cultivated through deliberating on the creative process that resulted in choices of composition and content to represent the observed sessions. Drawing can help qualitative researchers animate their analyses through a visible and accountable method of constructing new knowledge.


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