Doctoral Theses / Doktorsavhandlingar Högskolan för fotografi
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Item Anteckningar om Spår. Fotografi – Bevis – Bild(2011-04-29) Wallsten, LarsAnteckningar om Spår (Notes on Traces) is a self-critical and self-reflective practice-based PhD project. It endeavours to make visible how artistic practice can create its content and context in relation to experience, reinterpretation and further progression. The project is an inquiry into photography’s capacity to prove evidence. It is structured around photographic representation and written text. The dissertation consists of four photographic works together with an introduction, a list of contents, and a main text presented as an essay with numbered passages. The research effort is guided by a broad, selective inquiry. Contextualisation and conceptualisation have been identified through a process of bricolage, whereby creative use has been made of different discourses such as photography, film, art, philosophy, psychology, education, law, criminalistics, literature and cognitive science. Artistic strategies and practices that use forensic aesthetics are also discussed. The method has the character of tracing a trail that leads the project forward. This creates a dialogue between the content and the form of the dissertation. Trace together with condensation and pattern are presented as productive concepts; these concepts, which in some respects have their roots in photography, not only provide others with the leads to understand a photograph as evidential proof but are also characterised by a suggestive quality, which is a recurring feature in the photographic projects. The study contributes to overcoming the differences in the ways theoretical and practical knowledge are produced.Item Art and the Real-time Archive: Relocation, Remix, Response(2009-09-11T15:33:15Z) Crawford, DavidIf Internet artists have recently relocated their work to galleries and museums, there has meanwhile been an increasing engagement on the part of gallery artists with the media. While these migrations are often discussed in aesthetic if not economic terms, this essay asks what such phenomena can tell us about the changing nature of subjectivity in relation to media and technology. Three main themes are introduced: the aura of information, inscription technologies, and the real-time archive. The themes extend across subsequent chapters addressing: the relocation of net art, the remix as an art method, and the capacity of the subject to respond to technology. !e idea that technologies alter subjects (produce subject-effects) plays a central role in the arguments advanced. Examples are drawn from both the author’s own art practice as well the practice of others, including Phil Collins and Steve McQueen. Theorists including Lewis Mumford and Bernard Stiegler are used to interpret the questions raised by this practice. It is concluded that relocation and remixing can respectively aid in the apprehension of subject-effects and support subjective autonomy.Item Actor-Spectator in a Virtual Reality Arts Play(2008-12-10T09:49:04Z) Ljungar-Chapelon, MagaliThis doctoral project brings to the fore the specificity of the artistic experience when the Virtual Reality Cube, a medium based on immersive virtual reality technology, is used as artistic virtual space, where the stage and the auditorium blend into one and spectators and actors no longer have distinctive roles. It consists of three integrated parts: a written thesis, a VR artwork and a DVD, which illustrates the text, the production process of the VR work, and which also presents an interpretation of the research results in filmic and photographic form. Gadamer’s concepts of play and experience of art, Aristotle’s conception of drama and Ricoeur’s theory of metaphor are used as points of departure in order to coin the term virtual reality arts play or VR arts play that characterises this kind of immersive journey in between illusion and reality. Empirical and theoretical functions interweave in a chorus of voices representing the experience of all actors involved: the audience, the production team and experts from several art fields, computer-games and media. Audience surveys show that all the respondents but one, children as well as adults, thought that this type of VR artwork opens up new ways for an artist to give shape to an artistic vision and for an audience to communicate with and experience an artwork from within. What appears as the most worthwhile and unique aspect of the experience is the opportunity to experience fictive, imaginary worlds and characters that cannot be represented by other means than through an immersive virtual reality medium, i.e. within a physical space where the audience becomes physically immersed and participant “on stage”. The essence of such an experience is to be found in the notion of “play in between”, at the crossover of several art forms and computer games, for audiences which consider themselves as both actor/participants and spectators. Research results, exposed and illuminated through semiotics and hermeneutics, show that such experiences may develop in the form of intimate experiences for a little group of spectators or within new social contexts for broader audiences and with several possible applications within the fields of art and entertainment.