Victorian College of the Arts - Research Publications

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    The art of solidarity: Street Art Activism
    Widiarto, C (Hawaii International Conference on Arts & Humanities, 2019)
    This paper looks at the relationship between graffiti, street art and activism in the inner city suburb of Footscray in Australia, which is known as a culturally diverse neighbourhood. The works presented were created in the last decade and feature works painted on walls, both legally and illegally.
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    Anywhere and Elsewhere (2018): Art At The Outermost Limits of Location-Specificity
    Lowry, S ; Douglas, S ; Lowry, S ; Douglas, S (Parsons Fine Arts, School of Art, Media and Technology, Parsons The New School for Design; Project Anywhere; and University of Melbourne, 2018)
    This biennial conference event features presentations from artists that have successfully navigated blind peer evaluation as part of Project Anywhere's Global Exhibition Program (2017-2018), together with a series of invited presentations from established artists, designers, scholars, curators and writers actively engaged with practices outside traditional circuits. Today, an increasing number of artists and creative practitioners are working across spaces, places and temporalities well-beyond the limits of established exhibition formats. Accordingly, much contemporary creative activity is more concerned with events, actions, sites, relations and processes than with discrete outcomes. Artistic research can be represented in multiple ways as it moves between modes of conception, production and dissemination. This free two-day conference will explore questions associated with presenting, experiencing, discussing and evaluating art located anywhere and elsewhere in space and time. ISBN 978-1-692-06323-1. https://issuu.com/projectanywhere/docs/anywhere_elsewhere_2018_lores
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    Celebrations, borrowings and appropriations: the authorship of identity in Australia’s costume history
    Collett, E (Critical Costume, 2018-09-13)
    Conference presentation at 'Critical Costume' Conference 2018, with a focus on ethical costume.
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    Embodied Imagination: An Approach to Stroke Recovery Combining Participatory Performance and Interactive Technology
    Galindo Esparza, RP ; Healey, PGT ; Weaver, L ; Delbridge, M (ACM Press, 2019)
    Participatory performance provides methods for exploring social identities and situations in ways that can help people to imagine new ways of being. Digital technologies provide tools that can help people envision these possibilities. We explore this combination through a performance workshop process designed to help stroke survivors imagine new physical and social possibilities by enacting fantasies of "things they always wanted to do". This process uses performance methods combined with specially designed real-time movement visualisations to progressively build fantasy narratives that are enacted with and for other workshop participants. Qualitative evaluations suggest this process successfully stimulates participant’s embodied imagination and generates a diverse range of fantasies. The interactive and communal aspects of the workshop process appear to be especially important in achieving these effects. This work highlights how the combination of performance methods and interactive tools can bring a rich, prospective and political understanding of people’s lived experience to design.
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    Calling Percy—a model for developing value-rich parallel pedagogical and studio research projects that result in significant cultural outcomes
    Woodward, L (Australian Council of University Art and Design Schools (ACUADS), 2017-12-01)
    The exhibition “Calling Percy: Encountering Grainger through engineering and sculptural practice” was held at the Ian Potter Museum of Art at the University of Melbourne in October 2016, as part of “Cultural Collisions: Grainger/Griffins” curated by Jonathan Mills—the university’s contribution to that year’s Melbourne Festival. The exhibition included eight artworks: six by second-year undergraduate students enrolled in the Sculpture & Spatial Practice discipline for the Bachelor of Fine Arts (Visual Art) at the university’s Faculty of the Victorian College of the Arts and Melbourne Conservatorium of Music; one made collaboratively by two fifth-year students studying Mechanical Engineering at the university’s main campus in Parkville; and a new work that I created for the show as a research outcome. Each artwork responded to musician and composer Percy Grainger’s Free Music machines, combining sonic and sculptural elements, and many with mechanical components. I taught the project over the 2016 academic year, applying a parallel pedagogical–research approach integrated into the second-year S&SP curriculum, and that also provided a fifth-year ‘capstone’ opportunity for the Mechanical Engineering students. This paper outlines the pedagogical–research structure that facilitated this project, resulting in pedagogical and professional outcomes for eight students from two faculties, a research outcome, and a significant public exhibition that was included in two major festivals. It also outlines the evident value of such a project for both the students and the lead researcher. In doing so, this paper offers “Calling Percy” as a model for a pedagogical–research approach that may be relevant and useful to others developing teaching and learning projects with public exhibition outcomes.
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    What is ‘Value’ When Aesthetics Meets Ethics Inside and Outside of The Academy
    Bolt, B ; MacNeill, K ; McPherson, M ; Ednie Brown, P ; Barrett, E ; Wilson, C ; Miller, S ; Sierra, M ; Ferris, D ; Hinchcliffe, D ; Waller, R ; Jolly, M ; Burchmore, A (Australian Council of University Art and Design Schools (ACUADS), 2017)
    As a ‘new’ research discipline, the creative arts challenges ethics understandings with emergent research practices. In this paper we focus on a current learning and teaching project that attends to ethical know-how in creative practice research in order to address the gaps between institutional research know-how and the practices of creative practitioners in the world. Graduate creative practice researchers working in the university are required to observe the University’s Code of Conduct for Research and adhere to the guidelines provided by the National Statement, however practicing artists working in the community are not similarly constrained. Once creative practice PhD graduates leave the university, they are no longer required to gain ethics clearance for their work but use their own developed sense of ethics to make “judgment calls.” Ethical know-how is situated, contextual, and a mainstay of all professional practices in action. The aim of this paper is to examine the notion of value as it is perceived by academics, practitioners and PAR researchers in and beyond the university as this relates ethical know-how. Through an examination of a survey of PAR supervisors and RHD candidates this paper will discuss issues specific to the creative practice disciplines. This analysis enables us to raise issues specific to the creative arts disciplines and will help us prepare our graduate researchers to become ethical and innovative practitioners in the real world.
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    SOUND, SHADOW AND LIGHT: generating the experience of a natural environment
    ALSOP, P ; Borda, A ; Williams, J ; Soddu, C ; Colabella, E (Generative Design Lab, Politecnico di Milano University, Italy Generative Art Lab, Domus Argenia, 2016)
    Sound, Shadow and Light is a generative program that seeks to replicate the visual and aural experience of a natural environment in a designed space that responds to the inhabitants of that space. In a natural environment there are opposing senses of intimacy and expanse, bounded only by the horizon. While each natural environment may have different or unique elements in it, Sound, Shadow and Light explores the hypothesis that just a few of these elements may create a sense, or experience, of being in a natural environment. It will do this by defining and then distilling the prototypical elements of an environment to form an essence, a small set of events that may be influenced by the inhabitant to create a mental and emotional experience of being in a natural environment. Sound, Shadow and Light bases its approach on the assumption that the natural environment is mostly static with predictable sounds, and that this causes the inhabitant to ignore most of the events in the environment. For this reason, it focuses on replicating the moving elements of an environment. By creating subtle and unexpected changes and introducing occasional unexpected events it is designed to create an experience of a natural environment with reduced overt interruption to the actual environment. The process for doing this is based on the concept of the garden as a place of simultaneous rest and subtle activity, in which expected events may occur at unexpected times; rhythmically repeated events occur separated by long periods, thus forming a sense of long structure; and occasional unexpected events that have no precedent. An interactive program is used to generate natural and synthetic images and sound; it takes pre- existing images and sounds, arranges them in groups for playback, subverts these groupings, and introduce synthetic versions of the sounds and images. This process is being developed to create virtual outdoor environments for people unable to venture into natural environments, as a demonstrator of responsive virtual environments, and as a platform for art-oriented projects.
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    iDARE Creative arts research approaches to ethics: new ways to address situated practices in action
    BOLT, B ; MacNeill, K ; McPherson, M ; Barrett, E ; Sierra, M ; Eddie Brown, P ; Miller, S ; Wilson, C (Quality in Postgraduate Research (QPR), 2016-11-04)
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    Animation Interrupted
    Stephenson, R (unpublished, 2015-11-02)
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    Benjamin's Blindspot: Aura and Reproduction in the Post-Print Age
    HUMPHRIES, C (The China Academy of Art Press, 2015)