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Pandemic experimentalism: decentering studio art education in an ongoing global emergency 流行病实验主义:在持续的全球紧急情况下分散工作室艺术教育
IF 0.3 Pub Date : 2023-01-15 DOI: 10.7238/artnodes.v0i31.403473
J. Doyle, Simone Jones, Elizabeth Lopez
After eighteen months of online art education during the COVID-19 pandemic, the authors consider Form and Time, a required first-year studio art course at OCAD University in Toronto, as a case study within global practices of reconfiguration and experimentalism in art and design pedagogy during the crisis. Form and Time was scheduled to launch as a required first-year course on campus at OCADU in Fall 2020, but quarantine prompted the pivot to fully remote. Critiques of the traditional art school’s situated format were launched before COVID-19 by anti-ableist, Indigenous and feminist scholars, addressing access barriers and stressing resilience in the face of crisis and oppression. The pandemic disrupted the centrality of in-person studios and critique methods in post-secondary art education; this accelerated and took unexpected turns during the online pedagogical experiments of the early pandemic. In this context, Form and Time foreshadows new modes of art school studio delivery, decentering and critically intersecting with studio precedents suddenly disrupted by remote learning during COVID-19. Form and Time’s weekly asynchronous video lectures and online meetings probed themes of Space, Form and Time. Students posted weekly studio experiments on discussion boards, using materials close at hand. As with other art and design courses, everyday objects and materials provided a platform for discussing material conditions and encounters during the pandemic. Students depicted their unique surroundings using strategies of observation and walking. They accessed faculty-made online micro-workshops recorded by the various course instructors on home studio material techniques. These comprise a growing online archive shared by faculty teaching the multi-section course. Looking forward, we anticipate further crises. Greater interplay between online, blended and hands-on art studio education will prioritize flexibility that can better adapt to life pressures and emergencies, opening access for a diverse range of learners in decentered locations.
在新冠肺炎大流行期间进行了18个月的在线艺术教育后,作者将多伦多OCAD大学一年级工作室艺术必修课《形式与时间》视为危机期间艺术和设计教育学重构和实验主义全球实践的一个案例研究。《形式与时间》计划于2020年秋季在OCADU校园内作为一年级必修课程推出,但隔离促使该课程转向完全远程。新冠肺炎爆发前,反对者、土著和女权主义学者对传统艺术学校的情境形式提出了批评,解决了进入障碍,强调了在危机和压迫面前的韧性。疫情破坏了面对面工作室和批评方法在中学后艺术教育中的中心地位;在疫情早期的在线教学实验中,这种情况加速并发生了意想不到的转变。在这种背景下,《形式与时间》预示着艺术学校工作室交付的新模式,偏离中心,并与新冠肺炎期间突然被远程学习打乱的工作室先例批判性地交叉。Form and Time的每周异步视频讲座和在线会议探讨了空间、形式和时间的主题。学生们每周在讨论板上张贴工作室实验,使用手头的材料。与其他艺术和设计课程一样,日常用品和材料为讨论疫情期间的物质条件和遭遇提供了一个平台。学生们使用观察和行走的策略来描绘他们独特的环境。他们访问了教师制作的由各种课程讲师录制的关于家庭工作室材料技术的在线微研讨会。其中包括一个不断增长的在线档案,由教授多节课程的教师共享。展望未来,我们预计会出现进一步的危机。在线、混合和动手艺术工作室教育之间的更大互动将优先考虑能够更好地适应生活压力和紧急情况的灵活性,为分散地点的各种学习者提供机会。
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引用次数: 0
A critical approach to Machine Learning forecast capabilities: creating a predictive biography in the age of the Internet of Behaviour (IoB) 机器学习预测能力的关键方法:在行为互联网(IoB)时代创建预测传记
IF 0.3 Pub Date : 2023-01-15 DOI: 10.7238/artnodes.v0i31.405249
Diego Díaz, Clara Boj
Based on the notion of the Datacene, understood as the time when data directly affects the social, cultural, economic, political, and even affective structures of the present, in this article we propose how Big Data and Artificial Intelligence give rise to the Internet of Behaviour: a new technological paradigm that has incredible potential to forecast and induce human behaviour. Since ancient times, humans have wanted to predict and alter the future, but in the last ten years, this wish has begun to become a reality due to great advances in the field of social engineering, raising serious doubts regarding social control and the loss of freedom. In this context of analysis, we present two projects developed within the framework of Art, Science, Technology and Society. Data Biography shows the enormous number of digital traces that we generate daily and uses them to compose a person’s biography, composed of 365 printed books. Machine Biography, for its part, investigates how current artificial intelligence techniques can predict and induce future human behaviour, for which we have used various forecast and generative models trained with data from our own digital activity, in order to generate another set of books with our foreseeable activity for the year 2050. Both projects invite us to consider from a critical perspective the present and future of the social transformations produced by Big Data and AI.
基于数据时代的概念,即数据直接影响当前社会、文化、经济、政治甚至情感结构的时代,在本文中,我们提出了大数据和人工智能如何产生行为互联网:一种新的技术范式,具有预测和诱导人类行为的惊人潜力。自古以来,人类就想预测和改变未来,但在过去的十年里,由于社会工程领域的巨大进步,这一愿望开始成为现实,引发了人们对社会控制和自由丧失的严重怀疑。在这一分析背景下,我们介绍了在艺术、科学、技术和社会框架内开发的两个项目。数据传记显示了我们每天生成的大量数字痕迹,并用它们来撰写一个人的传记,由365本印刷书籍组成。就《机器传记》而言,它研究了当前的人工智能技术如何预测和诱导未来的人类行为,为此,我们使用了各种预测和生成模型,这些模型是用我们自己的数字活动数据训练的,目的是为2050年的可预见活动生成另一套书籍。这两个项目都邀请我们从批判性的角度来思考大数据和人工智能带来的社会变革的现在和未来。
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引用次数: 1
Ópera y violencia virtual en los mundos ludoficcionales 游戏世界中的歌剧和虚拟暴力
IF 0.3 Pub Date : 2023-01-15 DOI: 10.7238/artnodes.v0i31.411211
Juan Pablo Fernández-Cortés
Este artículo se plantea investigar las relaciones entre el género operístico y la violencia virtual dentro del espacio videolúdico y su papel activo como elemento incorporado a las mecánicas del juego. A través de varios casos de estudio de videojuegos publicados entre 1998 y 2017, en los que la ópera juega un papel destacado –Parasite Eve (Squaresoft 1998), No one lives forever (Monolith Productions 2000), Assassin’s Creed III (Ubisoft 2012) y NieR: Automata (Platinum Games 2017)–, se analizan las técnicas empleadas para introducir referencias operísticas, como la espectacularización del cuerpo y la voz femenina y la inserción de escenas del repertorio operístico con una trama de carácter violento. Asimismo, se estudia el modo en que estas técnicas se integran en la retórica procedimental del juego gracias a la interacción con las reglas que rigen los mundos ludoficcionales.
在这篇文章中,我们将探讨歌剧类型和虚拟暴力之间的关系,以及它们作为游戏机制中的一个元素的积极作用。通过1998年至2017年发布的几款电子游戏案例研究,歌剧在其中扮演了重要角色——《寄生虫Eve》(Squaresoft 1998)、《No one lives forever》(Monolith Productions 2000)、《刺客信条3》(Ubisoft 2012)和《尼尔》:Automata(白金游戏2017)-分析了用于引入歌剧参考的技术,如身体和女性声音的壮观化,以及插入带有暴力情节的歌剧剧目场景。本研究的目的是研究这些技术是如何被整合到游戏的程序修辞中,通过与游戏虚构世界的规则的互动。
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引用次数: 0
Instalaciones pictóricas anamórficas aplicadas a la arquitectura: diseño virtual con Sketchup para proyectos reales 变形绘画装置在建筑中的应用:真实项目的Sketchup虚拟设计
IF 0.3 Pub Date : 2023-01-15 DOI: 10.7238/artnodes.v0i31.402701
Jose-Antonio Soriano-Colchero
En este artículo nos centramos en el estudio, a través de una investigación experimental, de tres propuestas diseñadas para la previsualización de instalaciones pictóricas anamórficas aplicadas a espacios arquitectónicos. Tras el análisis de las metodologías desarrolladas desde el siglo XVI hasta la actualidad, presentamos el desarrollo de nuevos procedimientos metodológicos, a través del software de diseño gráfico vectorial y de modelado virtual Sketchup, que permite generar tanto la deformación que debe aplicarse a la imagen original para generar la anamorfosis, estableciendo los parámetros de medida como distancias y ángulos, como la previsualización del resultado final en el espacio virtual. Cada uno de los casos experimentados es diferente, y nos ofrece unos resultados únicos. De esta forma, las conclusiones obtenidas se deben a los procedimientos y las finalidades que nos han llevado a utilizar dicho programa. Así, resulta de gran interés la facilidad que Sketchup presenta para generar este tipo de proyectos, de manera que ofrece una metodología más intuitiva que las tradicionales, y, en consecuencia, permite la creación de instalaciones anamórficas sin necesidad de conocer todos y cada uno de los parámetros técnicos necesarios en un principio. Esta investigación sirve como precedente de futuros estudios en los que analicemos la aplicación directa de la anamorfosis en entornos urbanos, modificando el paisaje a través de esta.
在这篇文章中,我们的重点是通过实验研究,研究三项旨在预览应用于建筑空间的解剖图形设施的建议。在分析了16世纪至今开发的方法之后,我们通过矢量图形设计和虚拟建模软件SketchUp介绍了新方法程序的开发,该软件可以生成必须应用于原始图像以生成变形的变形,设置测量参数,如距离和角度,并在虚拟空间中预览最终结果。每个经历过的案例都是不同的,并为我们提供了独特的结果。因此,得出的结论是由于导致我们使用该方案的程序和目的。因此,人们非常感兴趣的是,Sketchup提供了生成此类项目的便利性,从而提供了比传统项目更直观的方法,因此,它允许在不需要了解最初所需的所有技术参数的情况下创建变形设施。这项研究是未来研究的先例,在这些研究中,我们将分析变形在城市环境中的直接应用,通过变形来改变景观。
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引用次数: 0
Ecologías de la saturación. Investigación artística: Space Debris :: Constelaciones de desechos 饱和生态。艺术研究:空间碎片:碎片星座
IF 0.3 Pub Date : 2023-01-15 DOI: 10.7238/artnodes.v0i31.402822
Esther Pizarro Juanas
El lanzamiento del Sputnik en 1957, el primer satélite de la humanidad, inauguró una nueva era en la conquista del espacio exterior; pero también marcó el inicio de un nuevo tipo de contaminación invisible a nuestros ojos, la contaminación espacial. Desde entonces, nuestro planeta se ha rodeado de numerosos satélites encargados de estudiar nuestro clima, predecir catástrofes, ayudarnos a responder preguntas científicas importantes para la evolución humana y mantenernos continuamente conectados y vigilados. La vida útil de estos satélites se ve amenazada por la saturación de objetos que rodean la Tierra. Los choques accidentales entre objetos que orbitan el espacio exterior pueden producir nubes de desechos que se mueven a gran velocidad, con el consiguiente riesgo de colisión para futuras misiones espaciales. Cuanto mayor es la conectividad planetaria, más aumenta la contaminación espacial. Este escenario de saturación nos conecta con premisas conceptuales, como el ambiente artificial, la ecología sin naturaleza o el hiperobjeto; puntos de anclaje de diversos autores relacionados con el Antropoceno, que serán examinados en este texto, y que servirán de pilar teórico para la propuesta artística que presentamos. La investigación artística que lleva por título, Space Debris :: Constelaciones de desechos­­­, analiza y evidencia el enorme enjambre de basura espacial que gira alrededor de la Tierra en sus cuatro órbitas principales. Basándose en datos extraídos de fuentes científicas, identifica las principales once potencias responsables de la acumulación exponencial de desechos espaciales, clasifica y categoriza los datos, y visibiliza cómo se distribuye toda esta constelación de desechos espaciales en el cosmos mediante una instalación escultórica inmersiva e interactiva.
1957年人类第一颗卫星人造卫星人造卫星的发射开启了征服外层空间的新时代;但它也标志着一种新的看不见的污染的开始,即空间污染。从那时起,我们的星球被许多卫星包围,这些卫星负责研究我们的气候,预测灾害,帮助我们回答对人类进化至关重要的科学问题,并使我们不断保持联系和监视。这些卫星的寿命受到地球周围物体饱和的威胁。绕外层空间运行的物体之间的意外碰撞可能会产生高速移动的碎片云,从而给未来的太空任务带来碰撞的风险。行星连接越多,空间污染就越大。这种饱和情景将我们与概念前提联系起来,例如人工环境、没有自然的生态或超物体;与人类世有关的各种作者的锚点,将在本文中讨论,并将作为我们提出的艺术建议的理论支柱。他以“太空碎片::碎片星座”为题进行的艺术研究分析和证明了围绕地球四个主要轨道旋转的巨大太空垃圾群。根据从科学来源提取的数据,它确定了导致空间碎片指数积累的主要11个大国,对数据进行了分类和分类,并通过一个沉浸式和互动的雕塑设施,展示了整个空间碎片星座在宇宙中的分布情况。
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引用次数: 0
Video Art in the Southern Cone. Festivals, archives, and remediation of the analogue past 南锥体的录像艺术。节日,档案,以及对模拟过去的补救
IF 0.3 Pub Date : 2023-01-15 DOI: 10.7238/artnodes.v0i31.402842
María Alejandra Crescentino
This article examines the challenges faced by physical and digital archives dedicated to video art in the Southern Cone, focusing on accessibility, preservation, and dissemination. To map such a complex situation, firstly, it identifies four influential Latin American video art festivals, including the Festival Franco-Chileno de Video Arte, the Festival Franco-Latinoamericano de Video Arte, Videobrasil and Buenos Aires Video, which promoted the production, circulation, and dissemination of audiovisual arts in the last two decades of the 20th century. Secondly, the article explores three regional initiatives – UMATIC, Açervo online Associação Cultural Videobrasil, and ARCA – that, since the mid-2000s, have carried out tasks of valuation and making accessible video art collections related to the aforementioned festivals. Drawing on Bolter and Grusin’s concept of remediation, it is proposed that these three initiatives be interpreted as remediation projects, as they are concerned with reshaping old media formats and multiplying media through hypermediation. The understanding of these projects also relies on the concept of “anomic archive”, which refers to the idea of a documentary archive constructed through an intentional process of collecting and sharing knowledge beyond traditional institutions. Finally, the article approaches digital archives as a means of accessing primary sources, proposing a reflection on the opportunities and risks posed by these remediation projects.
本文探讨了南锥体视频艺术实体和数字档案所面临的挑战,重点是可访问性、保存和传播。为了描绘这样一个复杂的情况,首先,它确定了四个有影响力的拉丁美洲视频艺术节,包括20世纪最后20年促进了视听艺术的生产、流通和传播的Franco Chileno de video Arte节、Franco Latinoamericano de video Arte节、Videobrasil和布宜诺斯艾利斯视频节。其次,本文探讨了三个区域倡议——UMATIC、Açervo在线Associação Cultural Videobrasil和ARCA——自2000年代中期以来,这些倡议一直在执行评估和制作与上述节日相关的可访问视频艺术收藏的任务。根据Bolter和Grussin的补救概念,建议将这三项举措解释为补救项目,因为它们涉及重塑旧媒体格式和通过超媒体增加媒体数量。对这些项目的理解也依赖于“失范档案”的概念,这是指通过有意收集和分享传统机构之外的知识的过程构建的文献档案的想法。最后,文章将数字档案作为访问主要来源的一种手段,提出了对这些补救项目带来的机遇和风险的反思。
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引用次数: 0
Investigación artística en la educación superior: contexto de inclusión y modalidades 高等教育中的艺术研究:包容的背景和方式
IF 0.3 Pub Date : 2023-01-15 DOI: 10.7238/artnodes.v0i31.402862
María Teresa Galarza-Neira
En primera instancia, este artículo pretende aproximarse a la reconfiguración de la educación superior, en el marco del Proceso de Bolonia en Europa, y sus iridiscencias en otros territorios. El texto contextualiza en este escenario una reflexión sobre la inclusión de la investigación artística en la academia. A continuación, se ofrece una exploración de las diversas modalidades que asume la investigación artística en la esfera universitaria. Para ello, a partir de las propuestas de Christopher Frayling, Henk Borgdorff y Lyle Skains, se marcan tres momentos en la configuración de esas modalidades, establecidas a partir de los modos de relación entre el arte y la investigación, según los cuales la primera puede ocupar el rol de objeto o método de la segunda, aunque también puede constituir el propio proceso-resultado de investigación.
首先,本文旨在探讨欧洲博洛尼亚进程框架内高等教育的重组及其在其他地区的彩虹。文本在这种情况下背景化了对学院艺术研究纳入的反思。然后,对大学领域艺术研究的各种方式进行了探索。为此,根据克里斯托弗·弗雷林、亨克·博格多夫和莱尔·斯卡恩斯的建议,这些模式的形成标志着三个时刻,这些模式是根据艺术与研究之间的关系模式建立的,根据这些模式,前者可以担任后者的对象或方法的角色,尽管它也可以构成研究过程-结果本身。
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引用次数: 0
Transformations of more-than-human networks and the impact of material objects on tactical media artworks 非人类网络的转变和物质对象对战术媒体艺术的影响
IF 0.3 Pub Date : 2023-01-15 DOI: 10.7238/artnodes.v0i31.403453
Caterina Antonopoulou
More-than-human networks and the impact of material non-human entities have come into focus, in both social and computer sciences, since the late twentieth century. In social sciences, a plethora of conceptualizations emerged to describe complex, dynamic, heterogeneous and non-hierarchical structures of material and non-material, human and non-human, congruent and conflicting entities. In computer science, the birth of the Internet and the subsequent emergence of the World Wide Web drew scientists’ attention to networks, as well. Later, the advent of the Internet of Things (IoT) contributed to a shift in the prevailing perception of the Internet, from an immaterial entity to a network of interconnected material objects. Critical media artists explore the agency of non-human entities and the hybrid networks they articulate with heterogeneous agents. Some of them employ interconnected material objects to initiate tactical interventions at the intersection of art and activism. In this paper, we study tactical media artworks that incorporate material and technologically augmented everyday objects. We treat material objects as threefold entities – social, artistic and technological – and focus on the heterogeneous dynamic networks articulated around them. We investigate the actions and interactions of the entities involved, which result in a transformation of the emerging network. We show that these actions and interactions establish small-scale spatiotemporal spheres in which power relations are redistributed. The paper begins with a review of selected social and philosophical theories that introduced new terms, topologies and concepts for describing more-than-human networks. It then moves on to the advancement of networked technologies, focusing on the Internet’s materiality and the Internet of Things. Finally, it examines more-than-human networks, their transformations and the role of material objects in tactical media artworks through the analysis of two selected case studies.
自20世纪末以来,在社会科学和计算机科学中,人们关注的不仅仅是人类网络和物质非人类实体的影响。在社会科学中,出现了大量的概念来描述物质和非物质、人类和非人类、一致和冲突的实体的复杂、动态、异质和非层次结构。在计算机科学中,互联网的诞生和随后万维网的出现也吸引了科学家对网络的关注。后来,物联网(IoT)的出现促使人们对互联网的普遍看法发生了转变,从一个非物质实体转变为一个相互连接的物质对象网络。批判性媒体艺术家探索非人类实体的代理,以及他们与异质代理建立的混合网络。他们中的一些人利用相互关联的实物,在艺术和激进主义的交叉点发起战术干预。在这篇论文中,我们研究了包含材料和技术增强的日常物品的战术媒体艺术品。我们将物质对象视为三重实体——社会、艺术和技术——并关注围绕它们表达的异质动态网络。我们调查了相关实体的行为和互动,这些行为和互动导致了新兴网络的转型。我们表明,这些行动和相互作用建立了小规模的时空领域,在这些领域中,权力关系被重新分配。本文首先回顾了选定的社会和哲学理论,这些理论引入了新的术语、拓扑结构和概念,用于描述人类网络之外的其他网络。然后,它转向网络技术的进步,重点关注互联网的物质性和物联网。最后,通过对两个选定案例的分析,它考察了战术媒体艺术中的人际网络、人际网络的转变以及实物的作用。
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引用次数: 0
Knowledge Cultures in New Media Art 新媒体艺术中的知识文化
IF 0.3 Pub Date : 2023-01-15 DOI: 10.7238/artnodes.v0i31.402859
R. Hoetzlein
New Media Art reflects the dramatic creative and cultural shifts in science and technology of the past century. With these shifts, the multitude of forms of art-making have expanded to include a wide range of ideas and techniques. Following several decades of new contributions, this plurality of expression has resisted monolithic or curatorial approaches to organization along the lines of media. This paper defines knowledge cultures as flexible, overlapping, non-exclusive, ideological sub-groups and seeks to identify such groups within the practice and theory of New Media Art. While practising groups may be associated with specific media such as games, 3D printing, or artificial intelligence, we seek to identify knowledge groups by their explicit, hidden or shared ideological principles.
新媒体艺术反映了过去一个世纪科技领域戏剧性的创造性和文化转变。随着这些转变,艺术创作的多种形式已经扩展到包括广泛的思想和技术。在几十年的新贡献之后,这种多元化的表达方式抵制了单一的或策展的媒体组织方式。本文将知识文化定义为灵活、重叠、非排他性的意识形态亚群体,并试图在新媒体艺术的实践和理论中识别这些群体。虽然实践群体可能与游戏、3D打印或人工智能等特定媒体联系在一起,但我们试图通过其明确、隐藏或共享的意识形态原则来识别知识群体。
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引用次数: 0
Laboratorio de Luz. Más de 30 años de investigación en arte, ciencia y tecnología en el panorama español 光实验室。西班牙艺术、科学和技术研究30多年
IF 0.3 Pub Date : 2023-01-15 DOI: 10.7238/artnodes.v0i31.411124
Moisés Mañas Carbonell, María José Martínez de Pisón Ramón
En 2023, el Laboratorio de Luz (UPV) cumple 33 años, y es un buen momento para reflexionar y compartir esa reflexión sobre las aportaciones y los posicionamientos del trabajo realizado por este grupo de investigadores y colectivo artístico, que está considerado como uno de los primeros nodos de universidad, arte, ciencia y tecnología del panorama español. Repensar el trabajo de este colectivo implica también revisar las condiciones de posibilidad que existían en el contexto español hace 30 años y las que existen actualmente para la investigación arte-ciencia-tecnología en España. Revisar el Laboratorio de Luz es también atender al ejercicio de comprender la importancia de la evolución de la colaboración interdisciplinar y el valor de las aportaciones individuales en lo colectivo en el marco de la investigación en arte y la docencia artística universitaria en el contexto español.
2023年,光实验室(UPV)成立33周年,现在是反思和分享对这组研究人员和艺术团体所做工作的贡献和立场的这种反思的好时机,这组研究人员和艺术团体被认为是西班牙全景中最早的大学、艺术、科学和技术节点之一。重新思考这个群体的工作还意味着审查30年前在西班牙背景下存在的可能性条件,以及目前在西班牙进行艺术-科学-技术研究的可能性条件。审查Luz实验室还旨在了解跨学科合作发展的重要性以及个人在西班牙背景下的艺术研究和大学艺术教学框架内集体贡献的价值。
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