The Research Catalogue (RC) is a non-commercial, collaboration and publishing platform for artistic research provided by the Society for Artistic Research. The RC is free to use for artists and researchers. It serves also as a backbone for teaching purposes, student assessment, peer review workflows and research funding administration. It strives to be an open space for experimentation and exchange.

recent activities >

MA: digital demons (2024) Johannes Rydinger
Multimedia exploration of how faith based practices and worldviews can be used and problematized in order to generate documentary film material, video installation and VR-experience that adresses questions of social justice, colonization and the future
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Hoe vindt het team van de betreffende basisschool de passie weer terug om beeldende vorming uit te kunnen dragen? (2024) Isa Bruijnen
Een artistiek onderzoek naar het creative vermogen, visual arts en iets uit kunnen dragen met passie
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ELISABETH LAASONEN BELGRANO - PORTFOLIO (2024) Elisabeth Laasonen Belgrano
An overview of Elisabeth Belgrano's artistic / performance / research and teaching in higher arts education 2004-ongoing
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recent publications >

Lone Wolves Stick Together: Research as a Journey to an Aesthetic Understanding of Immersion and Participation through VR and roleplaying (LARP) (2024) Nadja Lipsyc
This research explores the artistic and critical potentials of using tools from live action roleplaying (larp) to create narrative VR experiences. In particular, it unfolds the conception, physical play and VR play and production of the live action roleplaying (larp) Lone Wolves Stick Together. Inspired by the film Stalker (1979) by Tarkovsky, Lone Wolves Stick Together stages the immersive environment as an omniscient Sphynx-like character that pushes the players to question one another and to introspect. By using larp and video game design knowledge conjugated to cinematic aesthetics, this research project seeks to honor the creative and narrative potentials of immersion and participation. As such, between 2018 and 2023, this research took the form of classic chamber larps, immersive theater experiences, scenography installation, VR larps (including two other projects: The Space Between Us and Ancient Hours) and a final multimedia installation. The artistic methods rely on principles of environmental design, explored physically through production design and ambisonics, and virtually through a highly reactive virtual environment. The research method is based on a constructivist approach where we experiment to find an answer, not the truth. Here, experimentation is not conceptual but aesthetic: knowledge is lived and felt through artistic experience. Centred around VR and within a film and new media context, this research also develops a reflection on the industrial and technological influences on the creative process and their friction with artistic-research.
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Empty Space (2024) Barbora Haplova
This artistic post-master research explores interpretational possibilities of empty space. Combining literary and graphic creative work with documentary, personal and research background, the e-book asks a question how can we find connections between individual occurrences of empty space. Through bilingual essays, visual essays, and practical exercises, this work proposes the following perspectives: empty space as a mode of attention; nuanced individual interpretations of empty space as missing, coming together, not being, disappearing; empty space as a field designed to be filled; and the non-definition of empty space as accepting the unknowability of its possibilities.
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And _ Blinkbonny Avenue and strangeness of everyday life (2024) Niina Marjatta Turtola
This is a research project into building an artist book that uses typographic devices and page layout in construction a multilayered narrative. Everyday life and actual events are part of of the narrative backbone and this is mostly photographic material. Another layer consists on dialogues (verbal, email, etc) between 2015- and ongoing between the two researchers involved in the project. This is language-based written material. Third layer is the thematic context in building the actual book which happens in the academic presentations, performances and knowledge disseminations.
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