LEADING FROM THE HARPSICHORD: A HISTORICAL INFORMED APPROACH TO EARLY MUSIC 'CONDUCTING'
(2023)
author(s): Pablo Devigo
published in: KC Research Portal
The harpsichord enjoyed a preponderant role at the end of the 17th century, not only on its own but, in the words of C. P. E. Bach, as an instrument "entrusted [...] with full command" and "in the best position to assist [...] the entire ensemble in maintaining a uniform pace."
The following is a study of the aspects related to ensemble leadership as exerted by the harpsichordist. For this, this research draws conclusions from historical sources in regards to the influence of the basso continuo realization in the ensemble, and other non-verbal communication devices (such as gestures) in order to reveal a global picture of this kind of leadership that was particularly prevalent at the time.
Och din reaktion?
(2023)
author(s): Mattias Lindblad
published in: Stockholm University of the Arts (SKH)
Teorierna om varför vi skrattar är många och varierande. I denna masteressä riktas istället strålkastaren mot efterföljande reaktionen och effekten som reaktionen har på publikens uppfattning om humorupplevelsen.
Är den roligaste reaktionen alltid den som går i linje med publiken tolkning eller råder övriga övergripande aspekter?
A Model for Understanding the Evolving Role of Graphic Designers in the Era of Artificial Intelligence
(2023)
author(s): Stig Møller Hansen
published in: HUB - Journal of Research in Art, Design and Society
This paper examines the possible impacts of artificial intelligence (AI) on the ever-changing role of graphic designers. As its main contribution, the paper proposes a model based on the intertwining concepts of deduction, induction, and abduction. It argues that deductive and inductive tasks in graphic design can be effectively and advantageously outsourced to AI, while abductive tasks are still best performed by human graphic designers. Additionally, the power balance between humans and AI is discussed, concluding that human graphic designers must play a pivotal role in initiating and critically evaluating the results of any collaboration with AI tools. The model introduces the metaphorical notion of a "disciplinary expertise filter," which serves as a professional quality assurance for AI-based automation and augmentation in the design process. The distinction between "black box" and "clear box" AI systems is briefly discussed to provide a more nuanced understanding of AI as being "a magic tool" for graphic designers. Lastly, the paper presents six perspectives derived from the model, aiming to foster informed discussions and encourage critical reflections among graphic designers regarding their future role in the era of AI.
Double Bass in the spotlight
(2023)
author(s): Joost Slootbeek
published in: Research Catalogue
A short presentation for the subject "Historical Development" meant to excite a general audience about the double bass in different classical music scenarios.
RNDR M3 4S (1) 0F UR AVATAR GRLS*
(2023)
author(s): AMUSED
published in: Research Catalogue
This thesis is aimed at investigating virtual embodiment and how it can affect a performer's experience of; and relationship to the physical body. With this auto ethnographic case study I hope to shed some light on the ways virtual reality technology enables critical experiences and what effects these experiences could have, through my own personal journey. The study was conducted in the setting of my home using a Pico 4 VR head mounted display and HTC vive full body tracking. The project used for the case study was an audiovisual pole dance performance that was performed on the platform Neos VR and streamed to Studio 44 in Stockholm. The research is rooted in the artistic field but draws knowledge from psychological and social research on VR as a cognitive and embodied technology. The research methods used to gather and analyse the research material were visual research, phenomenology and deep listening. The data collection consisted of visual and text based data. On the visual data I applied thematic analysis, coding and categorising of the text based data and analysing hyper reflections with a phenomenological approach. I found that the experience of virtual embodiment did change my relationship to my own body in a positive way by feeling more grounded and accepting. I was less anxious about performing and felt more confident in myself. Because of the entanglement of the study it was not possible to solely contribute the outcomes of the effect to virtual avatar embodiment in itself. It did however demonstrate how these VR technologies could be used to enable norm critical experiences by the use of norm critical design applied to avatars challenging beauty ideals and societal norms of performativity. My virtual embodiment and its effects on me can give a unique insight that would benefit developers and users active in these platforms as well as for personal introspection and self development. The study serves as a good base to build future research on and I intend to further elaborate on the extensive research data that was gathered.
Ex-voto
(2023)
author(s): Anne-Marie Dehon
published in: Research Catalogue
A few months ago, I suddenly understood that my craft was a votive practice: a wishfull practice for a world without technology.
An ex-voto is an object that we offer to the divinity to thank the god for a gift or to prevent something from happening in the future.
In a way, my entire ceramic work is an ex-voto that carry the wish of a world with much less technology.
By defining it as an ex-voto I am questioning my practice: to make a wish does not mean that it will happen, neither that it has any impact on the reality. Is that not when the situation is desperate that we refer to a divinity? Is making ceramics a desperate whisper to protect an idealized nature? What is the meaning today to idealize nature while we destroy it by our way of life?
This reflects on my own practice of craft regarding to the destruction of nature by technology. The ceramic objects are the votive object, the wish carried by the craft. The picture represents the nature as it is (cf. Trolhättan project) or as we desire it to be (cf. Fragonard project). The project as a whole question the idealization of nature, the idealization of craft and his meaning today in a context of global warming.