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.

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I Don't Know Who I Am (2025) Xiaoou Ji
We live in an age of Symbolic Misery (Stiegler, 2014). In this era, we listen to the same music, scroll through the same Instagram feeds, and we immerse ourselves in daily lives that are the same as others, gradually losing the 'singularity (Stiegler, 2014)' of individual difference. This homogenized structure of perception continuously reshapes our subjectivity (Simondon, 1958; Hui, 2016), making individual desires no longer emerge from unique experiences or internal generative processes, but are increasingly induced and regulated by external technological and symbolic systems (Stiegler, 2015). In this context, the question is no longer 'What do we produce?' but rather, 'Do our desires still belong to ourselves?'. As Stiegler (2014) pointed out, in order to enter the market more effectively, marketing technologies have developed an industrial aesthetic system centered on audiovisual media. This industrial aesthetic re-functionalizes individual sensory experiences following industrial interests, aiming to produce a replicable and controllable unified taste through the standardized pleasure. This huge 'desire project (libidinal management)' manipulates human drives for externalization through a diversity of apparatus (Agamben, 2009; Foucault, 1977), generating a sense of 'participation' via formalized interaction, restricting the level of perception and expression (Stiegler, 2015). Through daily repetition, this process gradually weakens the individual’s ability for subjectivation, trapping them within a passive structure of desire (Stiegler, 2014). This exposition is based on an artistic research project titled 'I Don’t Know Who I Am', an installation game. It invites players to watch a five-minute monologue, the story of a cow (inspired by, for example, Lacan et al., 2001), to explore the secrets hidden within this cow’s desire. After watching the video, the player will face a plate of real grass with soya sauce, and be invited to make a choice: whether or not to eat the grass. This installation game encourages players to reflect on a critical question: At a time when industrial aesthetics and subjective experience standardize individual desire, is increasingly hollowed out, where do our desires truly come from? Do they still emerge from internal generative processes, or have they long been preconditioned and disciplined by technological objects and symbolic systems?
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Crafting vulnerability through community workshops (2025) Francis Rose Hartline
How can I, as a workshop facilitator, create inclusive, inviting and transformative spaces for sparking moments of joy around diversity? How does my training as an artist, researcher and teacher inform and enable my role as a workshop facilitator, such that I can support radical expressions of self-acceptance? What are the limitations to my role, and what possibilities may lie ahead through continued reflection and practice? I have worked through these questions by exploring the concept of vulnerability through a/r/tographic theories and practices, with the culmination of my research and reflections shared in this exposition. Though I have long hosted workshops in marginalised communities as a means for building resilience and kinship, only in the past year have I begun to analyse, from theoretical and methodological perspectives, how and why certain approaches work. Again and again, my reflective meanderings take me back to a single core concept, namely vulnerability. By being vulnerable, one becomes open and raw, which — in certain conditions — can lead to curiosity, risk-taking and remarkable creativity. With such an open and desiring mind, creative practices like crafting can evoke radical feelings of joy and appreciation around a topic that otherwise may tend to conjure conflicting or undesirable feelings. Vulnerability is particularly important in my work because the primary focus of my workshops has been bodily joy. Largely, I have hosted workshops wherein we have explored positive feelings of one’s gender diverse experiences, expressions or identity through paper crafting. Recently, I have also begun hosting crafting workshops, in which we forest bathe (friluftsliv) then craft on the joy one has felt in communion with nature. Crafting becomes an extension of the self, a temporary reincarnation of our own materiality in which we bring to life an alternative understanding of our own potential. In this exposition, I address the questions above by drawing on two example workshops, Crafting Gender Diverse Joy, and Crafting Joy in Nature -- hosted in April and May 2025, respectively. The organisation of this exposition is inspired by L. Balzi’s ice cracks metaphor (2023), Irwin's rhizomatic walking method (2013), and LeBlanc's The Wake (2019). The workshop process as a whole is a reverberation of impulses rippling outwards without end. I navigate these reverberations through a visual mapping of a rhizomatic system of roots sprawling from a tree in Bymarka. The roots are vast web of connections, largely hidden beneath the ground as points of potential. With our imaginations, we can appreciate the complexity of this web, just as we can trace the multiple invisible processes that lead us to our eventual a/r/tographic choices. I invite you to wander across these knots and walls, encountering the various descriptive concepts, or 'centres of vibration', to borrow from Deleuze and Guattari (1994; in Irwin & Springgay, 2008). The layout is roughly guided by the three stages of the workshop process (planning, workshop, aftercare), sprinkled with key concepts, theories, and practices. I also include documentation from the workshops, such as photos and crafts (with permission granted). Enjoy your own wandering. I look forward to hearing your thoughts.
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Rubberneckers (2025) Joana Dos Santos Almeida
Thesis of the Royal Academy of Art, The Hague, 2023 BA Fine Arts This Thesis is comprised of a series of chapters, which combine personal observations and analysis of existing theory and literature regarding the concept of trauma within the artistic context. Throughout the text, I explore the choices and intuitive origins of the artistic practice with reference to my own experiences and connect them to my interest in the traumatic. Using Griselda Pollock’s writings on Trauma and art as a foundation, I explore the theoretical sides of trauma and how it operates, specifically that of psychoanalytical, scientific and philosophical texts. I aim to weave connections between the act of observation inherent to the artistic practice and the same spectacle associated with violent subject matter. This becomes the basis for the development of what I call, the ‘traumatic method’, which involves my ongoing research into this relationship. Questions of affect and embodiment become key components of this thesis in regards to the function of using trauma as a conceptual starting point during the artistic process. Specifically the importance of re-enactment and treating the traumatic as a medium within itself rather than simply subject matter.
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Rethinking urban movement through the frame of radical psychiatry (2025) Dora Ramljak
Thesis of the Royal Academy of Art, The Hague, 2023; BA Photography Research is the ground for exploring the world. My research paper serves as a guide in the sensorial and caring experience of the world around us as. Written in stages in which patients enter and experience the sensory room, the transition from history to the future opens space for discussion and implementation of observed practices in individual realities. The beginning chapters introduce radical movements in psychiatry while outlining the historical formation of disability as a social issue. Discussion around illness and disability is observed trough political and philosophical frame. Historical examples provide insight into how the space of the institution itself can re-shape into a progressing form, how the discussion about institutionalised people is de-stigmatised once the closed system of a hospital or an asylum opens to its surrounding environment, and how this can affect the position of healthcare, psychiatry specifically, on the level of a state. The chapters bring forward current knowledge around body memory and studies around sensory treatments in institutionalized settings. In this chapters, the body is not solely observed in the setting of a hospital or asylum, but brought in the context of perceiving the body as a social and cultural object. Short poetic digressions are moments of personal reflection, automatic writing that reminds me of moments when I saw the necessity to provide alternative models of care. The paper contains interviews and transcriptions of conversations I had with my commissioners. Through conversations with medical workers and artists, I reflected upon the current state of care provisions, ranging from institutional care to self-care. The dialogues show sensibility and understanding that a shift in healthcare towards the re-humanization of the ill is needed. Written in-between moments of working with materials in the workshop settings, research has acted as
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Player versus Industry; Gaming, women and storytelling (2025) Melisa Hadimoglu
Thesis of the Royal Academy of Art, The Hague, 2022 BA Interactive Media Design After four years of studying art and technology in The Netherlands and having my own experience in search of an internship within the gaming industry, I came to realize problems that I saw in my earlier years with my mother were not limited to Turkey, and that it is a much bigger problem which spans worldwide. In this light of realizations, I decided to put together this thesis which will explore women’s role in the gaming industry with a focus on my own passion in story driven games.
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