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Drawing: Research, Theory, Practice最新文献

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Sketching as an external representation of thinking results and processes in education 素描是教育中思维成果和过程的外在表现形式
Q3 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.1386/drtp_00122_1
Austra Avotiņa, Inguna Karlsone, Māra Urdziņa-Deruma, Austra Celmiņa-Ķeirāne
In recent decades, there has been a growing interest in the role of sketching in the fields of art, design and architecture, as well as education more generally. Sketching can play a unique role in promoting effective learning by helping to represent both concrete and abstract spatial relationships. This study aims to determine whether sketching is an advisable tool for expressing the results of human thinking in different situations of professional life, not only in art and design education but much more widely. The article uses an analytical examination of empirical material collected from eight interviews with experts to answer the following research questions: (1) is sketching an activity that can be classified as a mundane, methodical design-thinking technique? (2) Is sketching a hands-on exercise, necessary for a sense of freedom in the process of fixing thought, aimed at finding a creative solution in every new situation? and (3) should sketching be part of the educational process in all areas of teaching and science? The analytical findings offer a critical perspective and argue that sketching is a recommended and valuable tool for expressing the results of human creative thinking in different situations of professional life. The widespread impact of new digital technologies on the visualization of ideas compared to older, analogue visualization methods, as well as the increasing influence of artificial intelligence, creates a challenge to raise awareness of the need to use sketching in the educational process so that students can understand the role and importance of sketching in the creative and cognitive process as an essential tool for capturing thinking outcomes.
近几十年来,人们对素描在艺术、设计和建筑领域以及更广泛的教育领域的作用越来越感兴趣。素描可以帮助表现具体和抽象的空间关系,在促进有效学习方面发挥独特的作用。本研究旨在确定素描是否是在专业生活的不同情境中表达人类思维成果的可取工具,不仅在艺术和设计教育领域,在更广泛的领域也是如此。文章通过对从八次专家访谈中收集到的实证材料进行分析研究,回答了以下研究问题:(1) 素描是否是一种可以归类为世俗的、有条不紊的设计思维技巧的活动?(2) 草图是否是一种实践活动,是在固定思维过程中获得自由感所必需的,目的是在每一种新情况下找到创造性的解决方案?分析结果提供了一个批判性的视角,并认为素描是一种值得推荐的宝贵工具,可以在职业生活的不同情境中表达人类创造性思维的成果。与老式的模拟可视化方法相比,新的数字技术对创意的可视化产生了广泛的影响,而且人工智能的影响也越来越大,这对提高在教育过程中使用素描的必要性的认识提出了挑战,从而使学生能够理解素描作为获取思维成果的重要工具在创意和认知过程中的作用和重要性。
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引用次数: 0
Eroding the foundation: Digitalization’s impact on architectural education 侵蚀基础:数字化对建筑教育的影响
Q3 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.1386/drtp_00118_7
Amitabh Verma
In recent decades, drawing’s centuries-old centrality within architecture and landscape architecture has been largely co-opted by digitalization. While advantageous to companies for enhancing productivity and profitability, computerization has unfortunately been insalubrious within academia, undermining the teaching of philosophical and artistic dimensions. Its promises of convenience and speed have redirected student attention towards non-cerebral, production activities, marginalizing the intellectuality which is design pedagogy’s primary objective. Summarizing the origin and implications of this ‘revolution’, this article calls for a curricular reversion, positing that re-prioritizing drawing is vital for cultivating the capabilities which underpin the profession’s vitality and integrity, and manifest its essential spirit.
近几十年来,素描在建筑和景观设计中长达数百年的核心地位在很大程度上被数字化所取代。虽然计算机化对公司提高生产力和盈利能力有利,但不幸的是,它在学术界却不受欢迎,破坏了哲学和艺术方面的教学。它所承诺的方便和快捷使学生的注意力转向了非脑力的生产活动,而设计教学法的首要目标--知识性却被边缘化了。本文总结了这场 "革命 "的起源和影响,呼吁进行课程改革,认为重新优先考虑绘画对于培养能力至关重要,而这种能力正是设计专业的活力和完整性的基础,也是其基本精神的体现。
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引用次数: 0
Combining graphic facilitation and animation-based sketching in higher education 在高等教育中结合图形促进和基于动画的素描
Q3 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.1386/drtp_00114_1
Heidi Hautopp
This paper explores how non-design students can benefit from using visual methods as part of collaborative group processes in higher education. Based on an exploratory study, the paper analyses how analogue hand drawing in graphic facilitation combined with animation-based sketching can support humanities students in higher education to take on the role of designer. The empirical data is based on a course in a bachelor’s degree in communication and digital media in which students were tasked with designing an event for a museum. The students were not especially trained in using graphic facilitation or animation-based sketching methods as academic tools prior to this course. Thus, the educational approach incorporated two workshops in which the students were introduced to these visual methods and design approaches. Through visual examples, the students’ experiences are analysed in relation to their view on how these methods benefited or challenged their ways of working throughout the course. The paper ends by summarizing how visual methods can be considered relevant to academic practices beyond design courses.
本文探讨了在高等教育中,非设计专业的学生如何从使用视觉方法作为小组协作过程的一部分中获益。基于一项探索性研究,本文分析了图形促进中的模拟手绘与基于动画的草图相结合,如何帮助高等教育中的人文学科学生扮演设计师的角色。实证数据基于传播与数字媒体学士学位的一门课程,在这门课程中,学生的任务是为博物馆设计一个活动。在学习这门课程之前,学生们并没有特别接受过使用图形促进或基于动画的草图方法作为学术工具的培训。因此,在教学方法中加入了两个工作坊,向学生介绍这些视觉方法和设计方法。通过视觉示例,分析了学生们的经验,以及他们对这些方法在整个课程中如何使他们的工作方式受益或受到挑战的看法。论文最后总结了视觉方法如何与设计课程以外的学术实践相关联。
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引用次数: 0
‘The dance of drawing’ and the limits of digital assistance 绘画之舞 "与数字援助的局限性
Q3 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.1386/drtp_00115_1
Magali Goubert
By looking at ‘the dance of a drawing’, this paper questions the interest and limits of digital technologies in the world of drawing and, more broadly, the visual arts. Based on the system of Effort conceived by the movement theorist Rudolf Laban (1879–1956), the author proposes a new way of apprehending pictorial and graphic form, from its expressive movements. This approach leads the author to distinguish between two modes of graphic expression, the sensory and the rational, which are both opposed and complementary. By inviting the viewer to observe the dance of paintings by Van Gogh and Seurat on the one hand and children’s drawings on the other, the paper underlines how digital technology cannot completely replace traditional drawing techniques.
通过研究 "绘画之舞",本文对数字技术在绘画领域,乃至更广泛的视觉艺术领域的兴趣和局限性提出了质疑。作者以运动理论家鲁道夫-拉班(Rudolf Laban,1879-1956 年)构想的 "努力 "体系为基础,提出了一种从其表现动作来理解绘画和图形形式的新方法。这种方法使作者区分了两种图形表达方式,即感性和理性,两者既对立又互补。通过邀请观众观察梵高和修拉的绘画与儿童画的舞蹈,论文强调了数字技术如何无法完全取代传统绘画技术。
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引用次数: 0
What is a museum? Drawing as online learning strategy for international students 博物馆是什么?将绘画作为留学生的在线学习策略
Q3 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.1386/drtp_00113_1
Stuart Burch
This article recounts the experience of devising and remotely delivering a multi-disciplinary drawing-based online summer course for Chinese students. This pivoted around the question: ‘what is a museum?’ Students were invited to give an initial drawn response prior to the first session. The resulting images provided the basis for whole-group discussion followed by further creative tasks. Activities included designing a museum logo, drawing a representation of an object of special personal significance and writing an interpretative text label. The chosen artefacts were then accessioned into a virtual museum in order to realize the promise of the online course, entitled ‘Museum Makers: Objects, Collections and Display’. This pedagogical endeavour was intended to use drawing to actively engage learners such that they were able to define museums, recognize the value of objects, understand what makes a collection and appreciate the principles of interpretation. Illustrative examples of student work are reproduced alongside an account of the production process and the participants’ views on the effectiveness of drawing as a learning strategy. The paper reflects on the challenges and opportunities of implementing drawing in a non-art context before going on to outline the operationalization and outcomes of the initiative, leading to a series of transferable findings and conclusions.
本文讲述了为中国学生设计并远程提供多学科绘画在线暑期课程的经历。课程围绕一个问题展开:"什么是博物馆?"学生们在第一节课之前就被邀请给出初步的绘画回答。由此产生的图像为全组讨论提供了基础,随后是进一步的创意任务。活动包括设计博物馆标识、绘制具有特殊个人意义的物品以及撰写解释性文字标签。然后将选定的文物加入虚拟博物馆,以实现题为 "博物馆制作者 "的在线课程的承诺:物品、藏品和展示 "的在线课程。这项教学工作旨在利用绘画积极吸引学习者,使他们能够定义博物馆、认识物品的价值、了解什么是藏品并理解解释的原则。本文在转载学生作品示例的同时,还介绍了作品的制作过程以及参与者对绘画作为一种学习策略的有效性的看法。论文先反思了在非艺术环境中实施绘画的挑战和机遇,然后概述了这一举措的实施情况和成果,并得出了一系列可推广的结果和结论。
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引用次数: 0
What can we draw from digitality? 我们能从数字化中得到什么?
Q3 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.1386/drtp_00117_1
Jeremy Sharma
The findings of this paper relate to a recent body of drawings in my practice that owe its genealogy to the reproductive technologies of printmaking and photography. I relate these findings to my understanding of the ‘index’, borrowing from semiotics, as distinct from the symbol in which it establishes its meaning along the axis of a physical relationship to its referent, therefore bearing marks or traces, whose causal effects signify the object it refers to. This is further extended by both the explosion of digitality that came on the heels of the financial crisis of 2008 and forms of automatism that follow a set of investigative procedures to organize and govern practice but do not determine outcomes. Digitality, here, is either utilized as a visible element of artistic production or utilized as a symptom of the present, materialized as a trace. It flattens the physical axis of the trace into an immediate presence that collapses virtuality and materiality together on a known artefact such as paper.
本文的研究结果与我最近创作的一批绘画作品有关,这些作品的谱系与版画和摄影的复制技术有关。我将这些发现与我对 "索引 "的理解联系起来,"索引 "借用了符号学的概念,有别于符号,它以与所指对象的物理关系为轴心确立其意义,因此带有标记或痕迹,其因果效应标志着所指对象。2008 年金融危机之后,数字化的爆炸性发展,以及自动化的形式进一步扩展了这一点,自动化形式遵循一系列调查程序来组织和管理实践,但并不决定结果。在这里,数字化要么被用作艺术创作的可见元素,要么被用作当下的症状,以痕迹的形式具体化。它将痕迹的物理轴线扁平化,成为一种直接的存在,将虚拟性和物质性一起坍缩在已知的人工制品(如纸张)上。
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引用次数: 0
The digital revolution as a renaissance in drawing education? 数字革命是绘画教育的复兴?
Q3 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.1386/drtp_00112_2
Seymour Simmons
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引用次数: 0
Dancing, drawing, designing 舞蹈、绘画、设计
Q3 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.1386/drtp_00121_1
Patrick Beaucé
This paper describes and analyses a drawing practice in a research project on corporeality and gesture, with a view to designing objects and spaces. This research, carried out at the École nationale supérieure d’art et de design de Nancy (France), questions our presence with things and others, the sharing of space and the world, by questioning the gestures that underpin them. Drawing is one of these gestures. Its pedagogical aims are pragmatic and practical: to question our physicality in artistic training and to provide prescriptive elements, i.e. methods and techniques of looking, reading, writing, designing and drawing. Turning away from knowledge that makes the body an object, such as ergonomics, the approach turns towards a knowledge of the self by the subject itself: somatics. The objective of the so-called somatic practices is to better understand and appreciate one’s own body experience in an aesthetic way. They are different from our habits, from our everyday connection to environments and propose to discover the variety of movements offered to our body when making movements. They propose a path towards body awareness that cannot be acquired through theoretical teaching, but only through the practice of movement. The role of the aesthetic appreciation of the body experience and the creativity of somatic practices and more generally of dance allows us to make the hypothesis that they are tools for design research the objective of which is precisely to consider the body in movement in order to conceive objects and spaces differently. To verify this hypothesis, we describe a creative protocol, followed by dance students and design students, which combines dance, drawing and furniture design. The drawing is in turn notation, imprint, sensitive recording, trace of movement, score, memory and quasi-object supporting a morphogenesis. Because it constantly revives movement, the objects resulting from the process are open to gestural and postural invention.
本文描述并分析了一个关于身体和姿态的研究项目中的绘画实践,目的是设计物品和空间。这项研究在法国南锡国立高等艺术与设计学院进行,通过质疑支撑这些研究的手势,质疑我们与事物和他人的存在,质疑空间和世界的共享。绘画就是其中之一。它的教学目标是务实和实用的:在艺术培训中质疑我们的身体性,并提供规范性元素,即观察、阅读、写作、设计和绘画的方法和技巧。这种方法摒弃了将身体作为对象的知识,如人体工程学,而是转向主体本身对自我的认识:躯体学。所谓 "躯体实践 "的目的是以审美的方式更好地理解和欣赏自己的身体体验。它们不同于我们的习惯,也不同于我们日常与环境的联系,而是建议我们在做动作时发现身体所能提供的各种动作。它们提出了一条通往身体意识的道路,而这种意识无法通过理论教学获得,只能通过运动实践获得。对身体体验的美学鉴赏和肢体实践的创造力,以及更广泛意义上的舞蹈,使我们能够提出这样的假设:它们是设计研究的工具,其目的正是考虑运动中的身体,从而以不同的方式构思物体和空间。为了验证这一假设,我们描述了舞蹈专业学生和设计专业学生共同遵循的一种创作规程,它将舞蹈、绘画和家具设计结合在一起。绘画是记号、印记、敏感记录、运动痕迹、乐谱、记忆和支持形态发生的准物体。由于它不断恢复运动,因此在这一过程中产生的物体可以进行姿态和姿势发明。
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引用次数: 0
Drawing convergence: Becoming 绘画融合:成为
Q3 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.1386/drtp_00120_1
Charlotte Gould
Through my practice-based research and teaching, I take an expanded approach to drawing using tangible and digital media; drawing can be both process and product. It is unnecessary to polarize the tangible and digital as they are complementary and reflect a material and digital convergence that has taken place. I will refer to a case study of a research informed teaching project where the authors artwork ‘Chthulucene Hekateris’ is used as inspiration for students, to draw in order to observe, imagine, explore and communicate. Here, I speculate on human evolution as posthuman subjects in process to imagine what we are becoming. Drawing happens in physical and digital space and there is a fluidity and crossover between the two. Free movement between traditional and digital media builds confidence in both formats. Recent developments in Generative AI are not to be feared but rather seen as a potential tool for enhancement if used appropriately. It has limitations as authorship lies in agency, the user’s ability to make creative choices to impact on the outcome. Through this Green Screen project, students use mixed media to create an imagined future world and its inhabitants, human and otherwise.
通过以实践为基础的研究和教学,我采用了一种使用有形和数字媒体的扩展绘画方法;绘画既可以是过程,也可以是产品。没有必要将有形媒体和数字媒体对立起来,因为它们是相辅相成的,反映了物质和数字的融合。我将提到一个研究型教学项目的案例研究,作者的艺术作品《Chthulucene Hekateris》被用来启发学生,让他们通过绘画来观察、想象、探索和交流。在这里,我推测人类作为后人类主体的进化过程,以想象我们正在变成什么。绘画在物理和数字空间中进行,两者之间存在流动性和交叉性。在传统媒体和数字媒体之间自由穿梭,可以建立对这两种格式的信心。生成式人工智能的最新发展并不可怕,相反,如果使用得当,它将被视为一种潜在的增强工具。它也有局限性,因为作者的身份在于代理权,即用户做出创造性选择以影响结果的能力。通过这个 "绿屏 "项目,学生们使用混合媒体创造了一个想象中的未来世界及其居民,无论是人类还是其他生物。
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引用次数: 0
Reverse deconstruction in AI dialogue 人工智能对话中的反向解构
Q3 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.1386/drtp_00119_7
David Serra Navarro
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引用次数: 0
期刊
Drawing: Research, Theory, Practice
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