Reflection.

When I began this journey I wanted to subvert existing forms of visual language, disrupting production based connotations and assumptions. I began to realise that what I was looking for came from need for my visual language to be heard in a suitable framework, in an appropriate space. I have worked in film, fine art and textiles which all come with their own inherent language which is taken into consideration when making and viewing the work. In film I make feminist movies, in painting I make female art and in textiles I use traditionally female techniques to make a point. I do none of these things, but also, I do because I am using media and techniques with a prescribed language. I want to work in a way where my work is work.

Whilst undertaking theoretical research and making practical work I came to the realisation that looking backwards and being frustrated was hindering, and blocking, my creative development. I began to discover practitioners that operate in a fairly ‘new’ environment and are investigating it for its potential and it’s visual language. For instance practitioners like Jenova Chen that strive to use video games for artistic and illustrative purposes, and others that seek to claim a digital space for new creativity, such as Harvey and Samyn and their Realtime Manifesto. I too want to explore this potential and discover and define the visual language.

Therefore, through the process of beginning my MA journey I have discovered that that to look forward, and investigate the new, might allow me to find a way to make work in a language or framework that feels appropriate.

I have enjoyed undertaking initial research and reading about Carl Einstein’s tectonic understanding of Hegel’s dialectics. I can see value in investigating theorists such as Leif Weatherby and his proposal that ternary computing has the capacity to provide a metaphysical space. These investigations will help me frame my understanding of the metaphysical space of the digital and allow me to begin to define a space within this for my work.

Overall I have felt able to write a proposal for the next phase of my MA and can begin to see a way forward to a final outcome. I found writing a proposal at the start of the process almost impossible. I felt I knew what I wanted to set out but it lacked clarity and depth. I now feel able to write a proposal with some clarity and I am confident that the depth and understanding will come with further research.

For instance I am certain of the direction of my practical work for the start of the next phase and know that will lead to further theoretical research and analysis. I also know my theoretical research interests and I am excited to discover how these will affect my practice. I know too, that experimenting with and learning new technologies will enable further progress and I am looking forward to the clarity of work to come.

I love technology.

I have been investigating redundant technologies. In particular drawing interfaces with 8 bit computers. In particular the Commodore 64.

There are two reasons for choosing the C64. The first is that I managed to acquire two working consoles, and the second is that it was the first computer I experienced.

I have discovered that there were a number of interesting interfaces that could be used to draw with a C64.

The Koalapad.

The Koalapad, image found at photodoto.com/do-you-need-a-drawing-tablet/

Before Wacom, the Koalapad was an interface that could be used as a grahpics tablet even though it was designed to be used for accountants and data input. Occasionally there have been Koalapads for sale on Ebay, however, they seem to be sort after and rare as they are reasonably expensive.

The CAD-MASTER LIGHT PEN.

The Cad-master Light Pen is an interface that connects through the controller port of the C64. The pen is then used directly on the monitor screen, which needs to be a tube screen. It works by transmitting and receiving light in the same way the zapper gun did in the Commodore 64 game Duck Hunt. I have bought a Cad-master Light Pen and a copy of the software ready to use with my C64 and an old JVC TV.

Jenova Chen.

Images from artist’s website: jenovachen.info

The art-videogame ‘Journey’ is a stunning, illustrative experience and whilst visiting ‘Videogames: Deign/Play/Disrupt’ at the V&A I learned about the production and art of the game.

Jenova Chen is the art director and concept artist of the indie videogames company ‘thatgamecompany’. He, and his company, are award winning practitioners that have produced the art-games Flow, Flower and Journey. he is also the co-founder of Anapura Ineractive which encourages and support emerging creatives.

Chen describes game content as “The soul of a video game”, and has produced research papers on the concept of ‘Flow’ in games.

A concept that I admire with the game Journey is that it is a multi-player game which allows you to interact with other players over the Internet. However, players cannot talk to each other or touch. They can interact through movement and sound. Creating an uplifting interaction.

There is a philosophy behind his work, he states “I started to realize there is an emotion missing in the modern society, and of course missing in the online console games. It is the feeling of not knowing, a sense of wonder, a sense of awe, at the fact that you don’t understand, at the fact that you are so small and you are not empowered”.(1) Therefore he aims to create games as a space, or an environment, for spirituality and connection. He has said that audiences for film can find romance, sensuality, spirituality and humanity, however in videogames it is difficult to find anything other than violence and the need to win at all costs. I not only appreciate his art style, but also his philosophy.

References:

  1. Ohannessian, K., (2012) ‘Game designers Jenova Chen on the art behind his “Journey”‘. Fast Company. Accessed via www.fastcompany.com/1680062/game-designer-jenova-chen-on-the-art-behind-his-journey
Image from ‘Journey’ jenovachen.info
Image from ‘Journey’ jenovachen.info
Image from ‘Journey’ jenovachen.info
Image from ‘Journey’ jenovachen.info

An Annotated Bibliography.

A annotated bibliography of a number of interesting and useful texts.

1. Bergo, C,. (2014). The Poetics of Female Death: the fetishization and reclaiming of the female corpse in Modern and Contemporary Art. Graduate. University of New South Wales.

This paper references Bataille and Krauss and addresses voyeurism and the fetishisation of female death. The paper outlines how historical and contemporary images by men of female death are erotic due to the passivity of the corpse. Whereas, although depictions of male death by male artists can be given meanings such as heroism, they are not erotic. The paper states that female images of female death cannot be voyeuristic spectacles because the depicted figures are beings and not objects. Therefore the image of female death, for female artists, can be a voice for a female discourse on the female body.

2. Brusentsov, N; Ramil Alvarez, J. (2011). Ternary Computers: The Setun and the Setun 70’, [downloadable PDF] Available Via HAL archives-ouvertes.fr. https://hal.inria.fr/hal-01568401 Petrozavodsk, Russia.

This is a short and focussed conference paper delivered at Moscow State University in 2011. An interesting paper and relevant to my research in that it enables an entry point to understanding ternary computing. The paper explains to an extent “the dialogue system of structured programming” with trits and trytes, instead of bits and bytes, and -1, 0, +1 instead of binary 01 language. The paper is in five parts and addresses in turn the idea of ternary computing, the economics of Setun’s internal architecture, symmetry in ternary mathematics, the development of the Setun 70 and the Setun 70 & automatism.

3. Dill, K.E; Thill, K.P., (2007) Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions, Berlin: Springer Science & Business Media.

A presentation of data from two studies designed by the authors. They wished to prove that video game stereotypes detrimentally affect the gender perceptions of young people. In Study 1 video game magazines were analysed and determined that 82.6% of male images were aggressive and a third of these were hyper-masculine. Females were under-represented in the top selling magazines and were sexually objectified. Study 2 questioned teenagers about game characters and showed overwhelmingly that male characters are aggressive and female characters are sexualised, concluding that extreme stereotyping is employed in video games, males as aggressors and females as objects.

4. Günther, G., ‘Cybernetics and the Transition from Classical to Trans-Classical Logic’, BCL Report 3, November 1965, Biological Computer Laboratory, University of Illinois.

I was drawn to this article as it contains various mathematical diagrams that I connected visually with (post)structuralist diagrams, such as those used by Krauss to describe expansion. I am interested in investigating this connection to discover if this is my interpretation or if there exists a valid academic precedent. I found this article difficult with its authoritative scientific manner. However, it does describe the differences between classical logic (binary) and trans-classical logic (non-binary) in a scientific and non philosophical way. This has facilitated the understanding of this branch of logic as it is clear and clinical in description.

5. Harvey, A; Amyn, M,. (2018). ‘The Realtime Art Manifesto 12 Years Later’ in Foulston, M, Volsing K,. (2018). Videogames: Design / Play / Disrupt. London: V&A Publications, pp. 90 – 97.

‘The Realtime Art Manifesto 12 Years Later’ is the seventh chapter of the book ‘Videogames: Design / Play / Disrupt’ which accompanies the exhibition at the V&A.  I am interested in the text as part of my search for spaces or platforms for unheard voices. Harvey and Samyn are collaborative artists making art-videogames. They launched their Realtime Manifesto in 2006 at the Athens Mediaterra Festival of Art and Technology. The text concerns the review of their manifesto which set out an optimistic creative usage of digital space. This paper ends negatively describing their disillusionment of the reemergence of corporate broadcast models.

6. Joyce, C., (2003). Carl Einstein in documents and his collaboration with Georges Bataille. Philadelphia: Xlibris.

Carl Einstein (1885-1940) was an anarchic art historian who has become prominent since the journal ‘Documents’ (1929-1930) became of concern to academics such as Dawn Ades and Rosalind Krauss who were interested in Documents and Einstein’s working relationship with Georges Bataille and their influence on Surrealism. Further interest in Einstein focussed on enabling the understanding of Formalism as a revolt. I admire Einstein’s quiet rebellion against the art, culture and politics of interwar central Europe. This book compares the intellectual rebellion of Einstein with the ‘unknowledge’ of Bataille. Joyce does this with diagrams and linguistics which I find particularly interesting.

7. Kallman, H.J., (1986) A Commodore 64-based experimental psychology laboratory. Albany: State University of New York.

An interesting example of how the C64, BASIC programming and simple HAL Lab games began to significantly change the way research was undertaken in the field of psychology. It is an experimental scientific report showing technology was as interesting in scientific arenas as it was in creative ones. It describes cross over between fields, with music programmes used to gather data along with using the first graphics tablet, a Koala graphics pad, to record responses to visual stimuli. The limitations of the C64 are discussed against advantages such as the increased productivity when interfaces, such as the Koala, were employed.

8. Lakoff, R., ‘Language and a woman’s place’, Language in Society, Vol.2, No.1, Apr 1973, pp. 45-80.

This 45 year old text has relevance although somewhat self-reflective with personal opinion. The author does clarify this at the outset, she explains that because of a lack of scholarly evidence and research she needed to use her personal reflections. Lakoff sets out how our use of language implies women are less significant than men. Fundamentally because our language has different engendered words for the same thing, example bachelor (free with choices) and spinster (alone, unchosen) there is a culturally understood difference between male and female. Lakoff calls for further research into the cultural effect of language on gender roles.

9. Noyes Vanderpoel, E., (2018). Color Problems, A Practical Manual for the Lay Student of Color. New York: The Circadian Press with Sacred Bones Books.

Emily Noyes Vanderpoel (1842-1939) is a largely overlooked artist and writer. Her first book (1901) contained beautiful diagrams to describe the science of colour theory and charted objects she deconstructed using colour analysis. She deployed ‘the Grid’ long before it became a stage for formalism. The extent of her influence on early modernist aesthetics is unknown and the reprinting of her first book is an attempt to instate Vanderpoel as a visionary who influenced minimalism and formalism. I am interested in her forgotten voice and her early use of the grid as a method of studying colour as visual language.

10. Rumold, Rainer. (2004). ‘Painting as a Language. Why Not? Carl Einstein in Documents’. October 107, 2004, pp. 75-94.

This paper was published in ‘October’ and as such is authoritative and uses dense, obtuse language, but also it is well researched and reliable as commentary on Carl Einstein. The document outlines what Rumold surmises is Einstein’s paradoxical experience of early modernism (1920s) being a critic of the avant-garde whilst fundamentally involved in the avant-garde. He suggests that Einstein was dissatisfied with modernism’s structuralist position within the unconscious and a critic of modernist subjugation of the unconscious through structural linguistics. The paper characterises Einstein as Postmodern (in 1929) because of his moves to overthrow the elite by being consciously underdeveloped.

11. Weatherby, L., ‘Hegel 2.0 – The imaginary history of ternary computing’, Cabinet Issue 65 Knowledge, Winter 2018, pp. 33-42

In this scholarly yet accessible article Weatherby positions American Cybernetics against Soviet. Although pioneers in both countries were working towards ternary computing, their philosophies were at odds. The soviet programme existed during Kruschev’s thaw where efficiency was key, the American concerned with more metaphysical outcomes. The article is divided into two parts. The first considers binary oppositions and the second trans-classical logic. The paper addresses how we might understand computing in dialectical Hegelian terms or how we might understand a digital space where the real and the imaginary combine. It suggests that a metaphysical non-binary digital space warrants further research.

12. Zinman, G., (2016), ‘The Archival Silences of Nam June Paik’s Etude’, Computing Frontiers, Orphans X Film Symposium 2016, Georgia Tech.

In this text Zinman presents an ‘unknown’ work by Nam June Paik which he himself discovered in the archives of the Smithsonian called ‘Etude’ made in 1967. Zinman suggests that this particular work is key in rethinking our relationship with the digital and our digital past. Etude was discovered outside of its original context and seen for the first time fifty years after it was made. Paik is no longer alive to explain the work, therefore it is down to critics and audiences today to infer the works’ meaning within our current digital context, a digital context distinct from 1967.

Critical Analysis of Weatherby, L., ‘Hegel 2.0 – The imaginary history of ternary computing’, Cabinet Issue 65 Knowledge, Winter 2018, pp. 33-42

‘Hegel 2.0 – The imaginary history of ternary computing’ is a short article written by Leif Weatherby, who writes about digital theory and idealism. A reason for choosing this text is because the article was published in this quarters edition of ‘Cabinet’ and is therefore very current. The article is divided into two parts and I have chose to address the first. The text ends with a discussion about trans-classical logic. However the first section I find more interesting because of the discussion about binary oppositions in computing. Weatherby suggests that a ternary computing, rather than the binary computing we use, has the capacity to provide a meta-physical space. Through a clear and logical text Weatherby locates American Cybernetics in the 1950’s and 60’s in opposition to their Soviet counterparts. He describes how both sides were building the first ternary computers, although for seemingly very different reasons. The soviet programme was motivated by efficiency reflecting the political climate of the era under Kruschev. American concerns, states Weatherby, were more metaphysical. He goes on to relate the short history of ternary computing, whereby binary computing being easier and cheaper to produce, investment was removed from the ternary projects in America. Similarly in Russia, Kruschev introduced the German IBM computing standards, which stopped any further research into ternary computing.

When discussing metaphysics and ternary computing Weatherby applies Hegelian terms of dialectical thought to describe a digital space where the real and the imaginary combine. For instance he describes ternary computing in the following terms: Binary = 1 and 0, Ternary = 1, 0, -1 or thesis, antithesis, synthesis. With this he intimates the space for the thinking computer, or the ability for the computer to negate or contradict its own logic, in other words, artificial intelligence.

This does sound rather far-fetched, and although written elegantly, the Hegelian application does seem a little engineered. All arguments put forward are referenced and supported by research which validates the text as philosophical reasoning rather than in any practical or technical application.

The construction of ternary logic mechanisms that Weatherby set out in his paper interest me not because of the potential discussions of the viability of artificial intelligence, moreover my interest is in the possibility provided by thinking of computing in ternary terms. It intrigues me because of the notion that within a logic system there is the possibility of slippage. By slippage I mean in the way Bois and Krauss use slippage in texts like L’informe mode d’Emploi. They praise Georges Bataille as a major proponent of slippage. What is interesting here is Bataille fought against Hegel preferring a non-dialectical conceptual approach.

“For Bataille, there is no third term, but rather an ‘alternating rhythm’ of homology and heterology, of appropriation and excretion. Each time that the homogeneous raises its head and reconstitutes itself (which it never stops doing since society coheres only by means of its cement, the job if the informe, base materialism, and scission is to decapitate it. What is at stake is the very possibility of a non dialectical materialism: matter is heterogenous; it is what cannot be tamed by any concept.”(1)

Although is more contemporary writing Krauss is contradictory as she uses the idea of slippage in a psychoanalytical appraisal of modernism, demonstrating a continual antithesis and synthesis of an established logic, or the thesis of modernism.

Slippage (or the informe) though seems too fluid in the case of ternary computing as Weatherby seems to intimate. The movement implied by ternary computing opens the possibility of space, creative space, but in not a freefall or in chaos. So, if not slippage, then perhaps the tectonic is more appropriate. Carl Einstein’s theory of the tectonic was a more grounded version of formlessness, or slippage. For instance, rather than a primitive and base unconscious, Einstein’s was a theory that existed in the consciously underdeveloped. A rather more grounded and positive outlook on the formless.

Linking Hegel to Einstein through ternary computing is not implausible. Einstein used Hegel to analyse Picasso, and ideas of dialectical logic to analyse Klee. Einstein’s tectonic can be described as mapping reason onto the real, the real being the unreasonable, which makes the real a fiction.

“Every reality is merely a section that is continually replaced and displaced. Hence there is a constant and simultaneous construction of counter-realities, so that the real needs to be understood as a pluralistic complex. In actual fact, beyond a reality that has been fixed there exists a sphere of permanent creation and metamorphosis, that is, of the continuous revolt against the imposed world picture.”(2)

Weatherby calls for more research into the metaphysical possibilities of ternary computing and is clear that he is proposing an idea, and not stating a coherent theory.

One thing that needs to be clarified through further research is the understanding of ternary computing terms of 1, 0, -1. According to Connelly, “Ternary computing deals with three discrete states, but the ternary digits themselves can be defined in different ways”.(3) These are 1,0,-1 known as ‘balanced trinary’, 0,1,2 ‘unbalanced trinary, 0, ½, 1 ‘fractional unbalanced trinary, F?T unknown-state logic and T, F, T trinary coded binary. This opens up possibilities, firstly understanding what these mean, and how they affect Weatherby’s proposal that ternary computing has the capacity to provide a metaphysical space.

In summary, this article is both intriguing and frustrating. It is written by an established academic who writes with conviction in a readable and well reasoned way. But also it does not provide the answers to the questions it poses through the proposal that ternary computing offers a space for creativity and philosophy.

References:

  1. Bois, Y, A; Krauss, R., (1997) Formless a User’s Guide. New York: Zone Books
  2. Zeidler, S., (2010). ‘Form as revolt: Carl Einstein’s philosophy of the real and the work of Paul Klee’. RES: Anthropology and Aesthetics, (57/58), 229-263. Accessed via http://www.jstor.org/stable/25769981
  3. Brown, D, S., (2017). ‘Why not ternary computers?’. Technopedia. Accessed via http://www.techopedia.com/why-not-ternary-computers/2/32427Brown, D, S., (2017). ‘Why not ternary computers?’. Technopedia. Accessed via http://www.techopedia.com/why-not-ternary-computers/2/32427

Key Words and Boundaries.

A collage to illustrate my Key Words.

Research Boundaries

Things I already know:
I know about semiotics and structuralism, I know about modernism and the how it does not fit its categorization, I know about the language of film, I know about different visual storytelling methods. I know about feminist cultural critique. I know 20th century art and design. I have a grasp of current politics. I have a grasp of old and redundant image making technology.
What interests me about this topic:
Can video be defined as a language or distinct system of communication? Is it more than a digital format? (Painting has a language, film has a language, video is empty). Can the female voice thrive within the language of video? Is video where voicelessness exists?

Possible Sources:

Bergo, C,. (2014). The Poetics of Female Death: the fetishization and reclaiming of the female corpse in Modern and Contemporary Art. Graduate. University of New South Wales.

Dill, K.E, Thill, K.P., (2007) Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions, Berlin: Springer Science & Business Media.

Kim, H., ‘Indeterminate Temporality Embedded in Nam June Paik’s Early Experiments from 1959 to 1963’, Journal of TFAM No.34, 2018, pp. 9-20.

Lakoff, R., ‘Language and a woman’s place’, Language in Society, Vol.2, No.1, Apr 1973, pp. 45-80.
Zinman, G., ‘Nam June Paik’s Etude 1 and the Indeterminate origins of Digital Media Art’, October 164, Spring 2018, pp. 3-28.

A Critical Gallery.

Falling into place.

I have enjoyed discovering my research methodology identity. At first I enjoyed learning about research methodologies and understanding in more detail the concepts of practice based research. This perspective revealed a deeper understanding of my own relationship with research and practice. I also enjoyed organising and mapping my initial research interests, I enjoyed the challenge of taking a pragmatic brief to transform the collected data into interesting visual communication.

Working with Old Friends.

I do not believe I have found any of the programme ‘easy’ but I would said the ‘easiest’ section has been Practice Part One where I was drawing, illustrating, collecting, thinking. Being with old friends, the familiarity of process. It was enjoyable too.

Clarity (or lack of).

I find it difficult to write project proposals and be self reflexive in an objective way when considering what it is I want to do within a time frame. Understanding my methodology has helped with this. I am led by discovery. I discover through making and learning, practice and research working together to create new avenues. This is why I find it difficult to pin down exactly what I want to do, as I don’t know what it is ‘exactly’ until I’m doing it.

Memory (or lack of).

Confusion is time consuming. I find writing down each learning task by hand in a notebook, rereading the notes and cross referencing with the website is the only way I can be confident I am working through the material accurately. And even then I am often caught out by my unreliable memory, like pebbles on the shore, it shifts and changes and order becomes chaos.

Timing.

One thing I was very conscious of and concerned about when deciding to commit to this programme was devising and keeping to a routine. This routine is regular and therefore a strength. I have carved a time and space for creativity. I have found more and more I can efficiently switch from from life brain to creative brain. This is invaluable and the rest of my creative processes are built on this.

Confidence.

Being able to analyse what I do by understanding my methodologies has been invaluable and easily the most important thing I have learned so far. I feel stronger and more confident as a researcher and practitioner. Learning about my practice allows me to identify areas that I want to explore and why I want to explore them. Learning about the redeployment of redundant technologies has been compelling, stretching and challenging and is definitely a specific area I am exploring further.

Inspired.

Focussing my thinking around my place in a/the creative arena during the planned walk and subsequent pecha kucha presentation in the Creative Industries: Local Perspectives module has been inspiring. The activity allowed me to consider the space I occupy as a practitioner and to identify where my voice is, and where it should be.

Harvard Referencing Hurts.

I absolutely understand the importance of citing sources accurately and fairly but I need to improve my organisation, ability with and understanding of Harvard referencing.

Impact of New Knowledge.

Effective self reflection has enabled me to consider my historical practice and the barriers and blocks I have faced previously. It has also allowed me to find connections between visual practice, my feminist sympathies, and my frustrations at continually finding that my voice does not fit or is not heard. It has enabled me to start making sense of my practice as a whole, instead of separate little parts of me.

Direction.

I want to draw old machines on old machines. I am making colour palettes in gridded squares of 8 by 8, after Emily Noyes Vanderpoel’s 10 by 10 grids. I am drawing computer hardware from 1978 – 1984. I have deconstructed the film Computer Chess using the female gaze. I will continue investigating redundant technologies, I am looking at acquiring a KolaPad (C64) which when used with appropriate software can be used as a drawing tablet to authentically draw in 8 bit rather than on an emulator.

Colour Palettes.

Alongside drawing old machines I am investigating how to use redundant technologies as a medium for drawing. There are USB attachments that can be used to enable C64 machines improve the range of user interfaces and to increase speed and memory. Also there is a new version of Atari 2600, in a mini and planned full size model, with digital drawing programs and wireless interfaces. I have begun exploring the potential of 8 bit grids as a structure for illustration.

Grids have been a theme for me during my creative career, beginning when studying painting at Winchester School of Art, through exploring knit, and in storyboarding for film. I have a background rooted in the writings of Krauss and Barthes, semiotics, post-structuralism and grids as visual languages. So it is not a surprise to me that grids are significant in these early stages of research. Chess relies on a grid, the visual narrative/comic in response to Computer Chess is a grid. Pixels are a grid and drawing in bytes uses a grid.

Recently I backed a Kickstarter campaign to re-print an early work by Emily Noyes Vanderpoel. I had not been aware of her before, however her colour investigations and descriptions of objects, communicated through a 10×10 grid are fascinating to me (fig.1).

(fig.1) Emily Noyes VanderPoel, (1901) Plate LVIII, The Circadian Press, accessed 05.01.2019 ‘www.sacredbonesrecords.com/products/emily-noyes-vanderpoel-color-problem

Another practitioner new to me is Lorena Lohr, an American photographer who uses old film point and shoot cameras to document the drab realities of life as she travels around the southern states (fig.2).

(fig.2) Lorena Lohr, (2016) Untitled Downtown el Paso 2, accessed 05.01.2019 ‘www.lorenalohr.com

Inspired by Noyes Vanderpoel colour grids, I began making colour palettes of Lohr’s photographs. I changed the grid to 8×8, 64 squares, to be in line with drawing in bytes. I continued to make these colour palettes and included works by Agnes Martin and Wayne Thiebaud in the experiment.

The selection of work below demonstrates part of a research enquiry into understanding the nature of drawing in 8 bit. As a research and development project these images might not make sense to a viewer without explanation. This is the start of an investigation where I will begin to make individual 8 bit colour palettes. Substituting four selected colours from these initial palettes for CYMK then combining the four to create 8 then 16 then 32 and maybe 64 colours.

I am in the midst of setting up a Commodore 64 console with old TV screen and have acquired a copy of original C64 drawing software and a Trojan screen drawing pen. Next I will be beginning an experimental journey into 8 bit drawing.

64 square (8×8) colour palettes based on the photographs of Lorena Lohr.

64 square (8×8) colour palettes based on the paintings and drawings of Agnes Martin.

64 square (8×8) colour palettes based on the paintings of Wayne Theibauld

Drawings of redundant technologies.

One of my foremost areas of enquiry is finding or creating a space for my voice. It has been difficult to build on spaces and voices defined by previous female practitioners. I have found it difficult to find a way of speaking that is not understood through a particular way of reading. I have explored painting, I have explored the use of textile and knit, I have explored film and photography. All wonderful vehicles for expression, but not for real communication. The message is interfered by the language of the medium. With painting and film the message struggles alongside the narratives of “feminist painting” or “female film”. Textile and knit as the feminine medium. Therefore, opening up a space for illustration in ‘digital’ or ‘video’ whose narrative is yet to be defined, is very seductive.
My working title is ‘Exploring Video as a platform for the voiceless. To discover if the aphonic can exist in the space of Video’. Or ‘Can video be defined as a language or distinct system of communication?’ The aim of the project is to explore the relatively new space created by video game software as a potential vehicle for illustration and art. Objectives within this aim are to define or understand this space, which I’m referring to as ‘Video’. Understand how to use this space for visual communication. Discover the neutrality, language and politics of the space.
As such the next stages of my practical research began with drawing images of redundant video game technologies. This was to familiarise myself with technology that used 8 bit graphics. The project running alongside these drawings is an investigation into 8 bit colour palettes, therefore it seemed natural whilst undertaking the colour investigation that I draw the machines 8 bit was built for.
This is a selection from a number of images I have made demonstrating part of a research enquiry into redundant technologies. This selection of developmental work contributes towards criteria 2.4 and 2.5 particularly as the drawings demonstrate confident use of media and technical expertise relevant to illustration practice. This is a selection of a series of drawings of redundant video game platforms and personal computers. The relate to each other in terms of subject and technique. The project preceding this was the Computer Chess project where I drew in black and white a number of late 70’s early 80’s computers. In this respect this series follows on from Computer Chess developing the investigation in colour. The project that follows, and runs alongside, this series of drawings is an investigation into 8 bit colour palettes. The link here is with redundant technologies and colour. Out of context the drawings are realistic renderings of old computer technology and could be printed as outcomes. So to a first-time viewer looking at the images they might get a sense of retro gaming, nostalgia, may be joy in the colours, or sadness in the loneliness. The wider research project is not expressed in these images which is why this series is an outcome but also a development project.

IMSAI VDP-80 PC (1978) USA
Commodore 64 (1982) USA
Sinclair ZX80 (1980) UK
Sinclair ZX Spectrum (1982) UK
Panafacom C-15E (1978) Japan

Realtime Art Analysis.

‘The Realtime Art Manifesto 12 Years Later’ is the seventh chapter in the book ‘Videogames: Design / Play / Disrupt’ which is the accompanying book of the exhibition at the V&A.[1] I visited the exhibition on the 4th of November this year (2018) and experienced the Realtime Art Manifesto in the context of contemporaries. I am interested in the text as part of my search for spaces or platforms for unheard voices.

Auriea Harvey and Michael Samyn are collaborative artists making art videogames. They launched their Realtime Manifesto[2] in 2006 at the Athens Mediaterra Festival of Art and Technology. The text concerns the pair revisiting their manifesto after twelve years, discussing what has changed. The artists introduce themselves, their background and the Realtime art project. They then proceed to take each declaration in the manifesto and describe and/or analyse the progress made with each statement. They point the reader to the original manifesto online for comparison.

The original Realtime Art manifesto was “a call-to-arms for creative people (including, but not limited to, video game designers and fine artists) to embrace this new medium and start realizing its enormous potential.”[3] The new medium referred to Realtime 3D as “the most remarkable new creative technology since oil on canvas”[4] and “much too important to be wasted on computer games alone.”[5]

The main thrust of the artists work relies on their belief that Realtime 3D is a medium that ought not be limited to the production of video games, and that it should be expanded that fine artists might use it as a space to create work.

Beneath this primary conviction other ideas are proposed and debated in the document which include:

  • The notion that Realtime 3D is a form of life as we experience the medium in ‘time’.
  • That author is equal to participant, and that a dialogue between author and audience is a necessity.
  • That art made in Realtime 3D should be a ‘total experience’ and therefore more than the limited experiences provided by painting, writing (novels) and film.
  • That the user, or audience, must feel embedded in the environment created by computer based art.
  • That stories ought to be told through nonlinear, autonomous structures based around spectator interpretation.
  • That the freedom of spectator interactivity is paramount in communicating meaning.
  • That the gap between the substance of art and the craft of video game production should be bridged.
  • That conceptualism should be rejected in favour of acquisition of skills.
  • That the natural phenomena that is technology needs embracing and sharing.
  • That a punk economy might evolve from working in and exploring the potential of Realtime 3D.

There are a number of unjustified assumptions within the text. In particular a statement that illustrates a binary positioning that sets up Realtime 3D against modern/contemporary ‘art’. “In the high technology of the digital we found a way to reconnect to artistic traditions that had been muffled by the abstraction and conceptualism of Modernism.”[6] The text does not explain this further or elucidate with examples. The artists so not describe how their use of digital technology connects with artistic production previous to Modernism. Furthermore “The synthetic nature of these creations allows us to express our art more directly – as did the early painters – creating a potential for depth that had to some extent been forgotten through the shallowness of photography.”[7] I am not confident I understand what is meant by ‘shallowness’, the text does not specify whether they mean that photography cannot communicate complex concepts, or, by it’s 2D nature photography is shallow and therefore inferior to a digital 3D space.

There is a strong chain of reasoning throughout the chapter. It is with consistency that the artists argue their stance that the strength of Realtime 3D is in audience participation. “A painting on a wall in a museum only turns into an art experience though the activity of the spectator. It is the spectator’s work that animates the piece. The artist merely creates context.”[8] Meaning the value of the piece of work exists in a dialogue between the creator and the receiver, through interaction with the artpiece, and, according to Harvey and Amyn, that interaction between artist and audience is stronger and more relevant in digital 3D form than in other artforms. They describe artwork as the software written by a creator, and warn against considering software as able to think. Moreover, coding software is a “form of human expression. Every algorithm was written by a person. That person carries the responsibility for what is produced by the algorithm.”[9]

The structure of the chapter is interesting as it is based on the structure of a previous manifesto that the pair wrote in 2006. The previous manifesto may have been arranged arbitrarily but as this text uses this previously established structure, then the composition of the chapter is not in itself arbitrary. It seems to be a sensible approach to an analysis of a manifesto. Harvey and Amyn assess their manifesto and describe how they have changed as practitioners over twelve years, and how their context, their political surroundings and the world they live in has changed.

Towards the end of the chapter the artists begin to speak more emotionally about where they see their practice “At this point we feel that it is very difficult to ‘embrace technology’ anymore. What once presented itself as the foothills of paradise has turned into a hell from which no escape can be imagined”.[10] This negative outlook towards the end of the paper describes the artists disillusionment over recent global events and authoritarian politics, and the reemergence of corporate broadcast models.

In terms of the quality of the arguments presented, even though a scholarly article written by practitioners, many of the concepts are based on assumptions and the personal experiences with little corroborating evidence to support the artists statements. More work would be needed by the researcher in order to trust the judgements made in the article.

In terms of the content, the artists write with passion and experience of embarking on a project with much hope to find the once open space of the Internet, through politics and economics now seems confined and managed.

I find the chapter intriguing and want to understand more about the digital space that Harvy and Amyn describe. I wonder if there is potential still that can be uncovered. Equally, I find this article biased against recent art without demonstrating a nuanced understanding of Modernism in all its various and complex forms. To disregard, or pit against, Modernism seems rather a problematic and perhaps inapposite exercise.


Auriea Harvey & Michael Samyn, Graveyard, screenshot ‘Approaching’, (2008).
© Tale of Tales. Accessed 19 Nov 2018.
<https://frieze.com/article/design-play-disrupt-va-what-happens-when-we-break-video-gamess-black-box>

References:

[1] Various Artists. (2018). Videogames: Design/Play/Disrupt. Exhibited at the The Victoria and Albert Museum, London, September 2018 to February 2019.

[2] Auriea Harvey & Michaël Samyn, Realtime Art Manifesto 2006, Belgium, accessed 19 November 2018, <http://www.tale-of-tales.com/tales/RAM.html>

[3] Ibid

[4] Ibid

[5] Ibid

[6] Harvey, A; Amyn, M,. (2018). ‘The Realtime Art Manifesto 12 Years Later’ in Foulston, M, Volsing K,. (2018). Videogames: Design / Play / Disrupt. London: V&A Publications, pp. 90 – 97.

[7] Ibid

[8] Ibid

[9] Ibid

[10] Ibid

Project Development.

In the first draft of my proposal I set out my interest in exploring the female viewpoint in the film Computer Chess. My interest in this film went further than enjoying the dry wit of this mumlecore comedy. What bothered me was the lack of recognition given to the female role, who is actually the most significant character, or player, in the movie. With further research it appeared that from the filmmaker to the critics, the female role is dismissed. Far from a maguffin or muse, she is the key to the success of the story, she is the hero, the saviour. However, her essential part is seemingly unacknowledged. Because I felt so strongly about this lack of recognition, I made a comicstrip/visual narrative in response. I decided to do this after reading a copy of the journal ‘Beneficial Shock’ which “aims to use illustration … in humorous and irreverent ways to expressively interpret film related content” (www.beneficialshock.com).

These are some of the images from the comicstrip I developed. The strip is eighteen frames long and the text is taken directly from the film script. Using examples of rhetoric from the male characters when they are being particularly boastful and/or sexist. The majority of the images are drawn from film stills with some coloured images of chess pieces and a chess clock.

Frame 4.
Frame 11.

I called the comic ‘Shelly’s Conference’ as it is her experience of the computer chess conference.

Frame 5.
Frame 17.
Frame 15.

Whilst making this comic strip I began thinking about technology in terms of male and female spaces, and then began thinking about the differences between computer hardware and software, and what unexplored spaces there might be. I then began to research the space of computer software as an environment for artistic expression. I came across many interesting ideas including manifestos claiming digital space for the unheard creatives.

One of my foremost areas of enquiry is finding or creating a space for my voice. It has been difficult to build on spaces and voices defined by previous female practitioners. I have found it difficult to find a way of speaking that is not understood through a particular way of reading. I have explored painting, I have explored the use of textile and knit, I have explored film and photography. All wonderful vehicles for expression, but not for real communication. The message is interfered by the language of the medium. With panting and film the message struggles alongside the narratives of “feminist painting” or “female film”. Textile and knit as the feminine medium. Therefore, opening up a space for illustration in ‘digital’ or ‘video’ whose narrative is yet to be defined, is very seductive.

My working title is ‘Exploring Video as a platform for the voiceless. To discover if the aphonic can exist in the space of Video’. Or ‘Can video be defined as a language or distinct system of communication?’ The aim of the project is to explore the relatively new space created by video game software as a potential vehicle for illustration and art. Objectives within this aim are to define or understand this space, which I’m referring to as ‘Video’. Understand how to use this space for visual communication. Discover the neutrality, language and politics of the space.

As such the next stages of my practical research began with drawing images of redundant video game technologies. A selection from a number of images I have made:

Alongside drawing these consoles and computers, I am also investigating how to use redundant technologies as a medium for drawing. There are USB attachments that can be used to enable C64 machines improve the range of user interfaces and to increase speed and memory. Also there is a new version of Atari 2600, in a mini and planned full size model, with digital drawing programs and wireless interfaces. I have begun exploring the potential of 8 bit grids as a structure for illustration.

Grids have been a theme for me during my creative career, beginning when studying painting at Winchester School of Art, through exploring knit, and in storyboarding for film.I have a background rooted in the writings of Krauss and Barthes, semiotics, post-structuralism and grids as visual languages. So it is not a surprise to me that grids are significant in these early stages of research. Chess relies on a grid, the visual narrative/comic in response to Computer Chess is  a grid. Pixels are a grid and drawing in bytes uses a grid.

Recently I backed a Kickstarter campaign to re-print an early work by Emily Noyes Vanderpoel. I had not been aware of her before, however colour investigations and descriptions of objects, communicated through a 10×10 grid are fascinating to me (fig.1). Another practitioner new to me is Lorena Lohr, an American photographer who uses old film point and shoot cameras to document the drab realities of life as she travels around the southern states (fig.2).

(fig.1) Emily Noyes VanderPoel, (1901) Plate LVIII, The Circadian Press, accessed 05.01.2019 ‘www.sacredbonesrecords.com/products/emily-noyes-vanderpoel-color-problem

(fig.2) Lorena Lohr, (2016) Untitled Downtown el Paso 2, accessed 05.01.2019 ‘www.lorenalohr.com

Inspired by Noyes Vanderpoel colour grids, I began making colour palettes of Lohr’s photographs. I changed the grid to 8×8, 64 squares, to be in line with drawing in bytes. Here are some sketchbook pages working through this process.

I continued to make these colour palettes and included works by Agnes Martin and Wayne Thiebaud in the experiment.

With colour palettes and drawing redundant technology, however I am planning the next steps. I am in the midst of setting up a Commodore 64 console with old TV screen and have acquired a copy of original C64 drawing software and a Trojan screen drawing pen. Next I will be beginning an experimental journey into 8 bit drawing.

Shelly’s Conference.

I’ve watched the film ‘Computer Chess‘ many times. Released in 2013 and directed by Andrew Bujalski, it is shot in black & white analogue. The film documents a conference held in a hotel over a weekend sometime between 1981 and 1983. The conference is to debate the potential of artificial intelligence beating a grand master at chess. Various groups of programmers and their computers then spend the rest of the weekend in a computer chess tournament against each other.

Set over the course of a weekend tournament for chess software programmers thirty-some years ago, COMPUTER CHESS transports viewers to a nostalgic moment when the contest between technology and the human spirit seemed a little more up for grabs. We get to know the eccentric geniuses possessed of the vision to teach a metal box to defeat man, literally, at his own game, laying the groundwork for artificial intelligence as we know it and will come to know it in the future.” – (Andrew Bujalski, accessed 13.12.2018 www.computerchessmovie.com/aboutthemovie.html)

Andrew Bujalski, ‘On set photograph’ from the movie Computer Chess (2013) accessed 13.12.2018 www.computerchessmovie.com/images/bistonfacingcamera.jpg

There is one female engineer, Shelly Flintic, who is the character that has the knowledge and skills to create the artificial intelligence the male engineers are so concerned with. However, her voice or viewpoint does not feature with any significance. This bothered me more with each viewing so I decided to redress the balance.

Taking some inspiration from ‘Beneficial Shock‘ a magazine that aims to interpret film through illustration, I prepared to make a visual narrative or ‘comic’ of the film to tell Shelly’s story. Using stills from the film, I drew a number of images. From these images I selected those that worked together to form a narrative or sorts. I read the film script and chose sections of dialogue that seemed particularly sexist or uncomfortable. The following image illustrate this process.

Frame 13.
Frame 5.
Frame 6.
Frame 8.
Frame 15.
There were many layout ideas, this is one of the first attempts.
The dialogue from the film script that was used.
The final layout.

References:

Website for the magazine ‘Beneficial Shock’: www.beneficialshock.com 

Website for the film ‘Computer Chess’: www.computerchessmovie.com

Investigating colour problems with Emily Noyes Vanderpoel.

Emily Noyes Vanderpoel at home (www.sacredbonesrecords.com/collections/emily-noyes-vanderpoel)

Emily Noyes Vanderpoel (1842-1939) is a largely overlooked artist and writer. Her first book Color Problems, A Practical Manual for the Lay Student of Color was first published in 1901. It contained beautiful diagrams to describe the science of colour theory, and charted objects she deconstructed using colour analysis.

Plate LXXVI Colour Analysis from Spanish Embroidery (from Noyes Vanderpoel, E., (2018). Color Problems, A Practical Manual for the Lay Student of Color. New York: The Circadian Press with Sacred Bones Books).
Plate XCVII Colour Analysis from a Chinese “Eggshell” Plate (from Noyes Vanderpoel, E., (2018). Color Problems, A Practical Manual for the Lay Student of Color. New York: The Circadian Press with Sacred Bones Books).

She deployed ‘the Grid’ long before it became a stage for formalism.  I am interested in her forgotten voice and her early use of the grid as a method of studying colour as visual language. The extent of her influence on early modernist aesthetics is unknown and the reprinting of her first book by The Circadian Press with Sacred Bones Books is an attempt to instate Vanderpoel as a visionary who influenced minimalism and formalism.

Plate XC Colour Analysis from Japanese Cloisonné Vase (from Noyes Vanderpoel, E., (2018). Color Problems, A Practical Manual for the Lay Student of Color. New York: The Circadian Press with Sacred Bones Books.)

Vanderpoel used a grid of one hundred squares to analyse the colour of objects. Inspired by her method of charting colour and my interest in drawing in 8 bit I am interested in making some colour analyses in grids of 64 squares, 8 by 8..

Tectonic Mapping.

Project Context

I like visual journals, graphic narratives, comics, illustrations, stories, and film. I make films, I draw, use hand printmaking techniques, develop photographic imagery. I seem to need to combine, twist, break and fix images. This is my visual language and method of production. My context is one of feeling, being, voiceless. Working often in collaborations, not feeling I have the space to tell the stories I want to tell, the stories I feel need telling. I think this journey I have begun is about finding, negotiating and staking claim to a space in which my voice can exist. I am starting this exploration in a tectonic space, a fluid space.

Project Outcome

A probable and quickly realisable outcome for this project is retelling stories from the viewpoint of traditionally female roles. For instance, in the film Computer Chess1, the female characters are typically a receptionist, a hooker, a middle aged swinger/predator, a mother with baby and, a computer engineer, the first woman to ever enter the computer chess tournament.

Documented perspectives of the film include:

  • The computer engineers and programmers are men that are finding the complexities of humanity unresolvable with their code and stunted interactions.(2)
  • An exploration of the strangeness of a world run by computers and the unfulfilling reality this offers to the men existing within.(3)
  • The female role in the film described as a missed opportunity by the male protagonists to reach sexual fulfilment. But these do not mirror my understanding of the film and I cannot find a review or analysis of this film that reflects my understanding. To me the story is of the female engineer. She is the character that creates the thing the men are intellectually and virtually competing to achieve, and it is the very man that asks for her help who inadvertently destroys what she has created. Her story needs to be told. I want to tell this story. This will be the first outcome exploring and establishing a voice, a space that I can own and work in. In terms of client and audience, Beneficial Shock is a magazine that asks illustrators to describe their perspectives of film through drawn narrative. I may well submit the results of this first outcome to this publication for review.

Project Manifesto

As for a manifesto, I don’t believe I am ready yet to write this. I do know however what it is not. This is not my manifesto:

Shooting must be done on location. Props and sets must not be brought in (if a particular prop is necessary for the story, a location must be chosen where this prop is to be found). The sound must never be produced apart from the images or vice versa. (Music must not be used unless it occurs where the scene is being shot.) The camera must be hand-held. Any movement or immobility attainable in the hand is permitted. The film must be in color. Special lighting is not acceptable. (If there is too little light for exposure the scene must be cut or a single lamp be attached to the camera.) Optical work and filters are forbidden. The film must not contain superficial action. (Murders, weapons, etc. must not occur.) Temporal and geographical alienation are forbidden. (That is to say that the film takes place here and now.) Genre movies are not acceptable. The film format must be Academy 35 mm. The director must not be credited. Furthermore I swear as a director to refrain from personal taste! I am no longer an artist. I swear to refrain from creating a “work”, as I regard the instant as more important than the whole. My supreme goal is to force the truth out of my characters and settings. I swear to do so by all the means available and at the cost of any good taste and any aesthetic considerations. Thus I make my VOW OF CHASTITY. Copenhagen, Monday 13 March 1995 On behalf of DOGMA 95 Lars von Trier & Thomas Vinterberg.(4)

References:

  1. www.computerchessmovie.com
  2. www.indiewire.com/2013/01/sundance-review-is-the-hilarious-computer-chess-a-change-of-pace-for-andrew-bujalski-41829/
  3. www.newyorker.com/culture/richard-brody/andrew-bujalskis-computer-chess
  4. www.dogme95.dk/the-vow-of-chastity/

Some thoughts on project research.

Primary and experiential research has a direct and sometimes immediate impact on practice and the direction of a project. Secondary research, learning from journals, books, recorded interviews and films helps to extend thinking and to form links and connections between pools of thinking and isolated theoretical understanding. These links are important because originality of thought, comprehension and production often comes from these individual connections. Secondary research might not have such immediate impact on practice but helps mould a project and shape future work by enabling critical evaluative judgement of individual practical work. Secondary research is vital to understanding current practitioners and previous historical practical and theoretical work. A combination of primary and secondary research is essential to critically understand individual practice. Ensuring the currency and validity of produced work and the awareness of place within a wider creative world.

The following text outlines the processes and methodologies of research that are important to my individual practice.

Visiting exhibitions and analysing the impact and relevance to personal practice is an important research tool. Living remotely I visit France once and the UK once or twice a year. Luckily Guernsey has a dedicated Museum and Art Gallery, and Art Commission, which, although provincial in many ways, does secure interesting and international exhibits. The most recent exhibitions I have attended in Guernsey include ‘Visions of Exile’(1) showing drawings and illustrations by Victor Hugo, and various events at the Guernsey Photography Festival, in particular the exhibition, ‘Mars: A photographic Exploration’(2) which was a display of cropped monochrome photographs from NASA’s Mars probe, curated by Xavier Barral. During my recent visit to London I saw ‘Videogames: Design/Play/Disrupt’(3) at the V&A. Visiting current exhibitions allows awareness of of issues and debates in creative practice and theory.

An image from ‘Mars: A photographic Exploration’ image found at guernseyphotographyfestival.com/2018-festival/photographers/xavier-barral/gallery

Substantial research material can be accessed online through organisations such as the ICA (www.ICA.art), V&A online archives (www.vam.ac.uk/info/archive-of-art-and-design) and National Art Library (www.vam.ac.uk/info/national-art-library/) and the British Library online services (www.bl.uk/learning/online-resources). Conferences can also be incredibly rewarding in terms of research development, fortunately transcripts or recordings are often available online. As are research and practitioner groups such as JISC Mail (www.Jiscmail.ac.uk) web forums and e-groups for example: Art Technology, Design-Fiction, Digitalcomics, Enquire, Pass, Cas. Other online research groups and discussion forums include, the ICA Social Creative Network (www.ica.art/learning/scn), CRATE Collaborative Research Group (www.cratespace.co.uk/CRG) and Lemon 64.(www.lemon64.com/forum/)

Being aware of relevant practitioners in and apart from the discipline is incredibly important. Studying the visual language of others helps embed and develop individual visual language and critical process.

Colour Options menu for Multipaint http://multipaint.kameli.net/multipaint.pdf

My visual research takes place through sketches, photography and film as part of continuous practice and review. One strand I will be experimenting with will be grids as a structure for drawing, I intend to investigate the potential redundant technologies as a medium for illustration. Old 8 bit machines can be connected with various USB interfaces and with downloadable software, can be modified into drawing machines. Also using freeware 8 bit drawing programmes such as Multipaint (multipaint.kameli.net/), Pixel Polizei (www.kameli.net/marq/?page_id=4557) or with the PETSCII Editor (www.kameli.net/marq/?page_id=2717) standard drawing software, files can be converted into load ready for C64 or Atari. These processes will provide a defined structural digital grid to work within. Alongside this investigation I will continue making work in series, illustrating theoretical research and thinking. Of course fundamental to research and practice is keeping a sketchbook of drawings, found images and collected items. A sketchbook is one of the most helpful devices to track progress and development.

Some colour experiments I made in November 2018.

Both primary and secondary research, and their combination, contributes to the progression and growth of individual practice.

References:

  1. Hugo – Visions of Exile. (2018). [Exhibition] Guernsey Museums and Art Gallery. Accessed via www.museums.gov.gg/article/166441/2018-Hugo—Visions-of-Exile
  2. Mars a Photographic Exploration – Guernsey Photographic Festival. (2018). [Exhibition] Guernsey Museums and Art Gallery and various sites, St. Peter Port, Guernsey. Accessed via Guernseyphotographyfestival.com/2018-festival/talks-events/private-view-xavier-barral-mars-a-photographicexplorationbrchloe-dewe-mathews-in-search-of-frankenstein
  3. Videogames, Design/Play/ Disrupt. (2018). [Exhibition] Victoria and Albert Museum, London. Accessed via www.vam.ac.uk/exhibitions/videogames  

My Methodology.

A diagram of my methodological pathway.

How would you define your practice in relation to the notion of practice as research, practice-based and practice-led research?

I would define my practice as practice-led. This is because theoretical and academic research is prompted by the practical work I make. Then from the theoretical investigation more practical work will be made, which in turn prompts further theoretical and contextual research. For instance in the first instance of my proposal I was interested in exploring the female viewpoint in the film Computer Chess (1), what interested me was the significance of the female role, who does not receive equal acknowledgment or recognition. From further research it appeared that from the filmmaker to the critics, the female role is dismissed, but to me she was the most important and striking character. I made a comicstrip in response. Whilst reviewing and analysing the value of the comic strip I undertook further research into the space of computer software as an environment for artistic expression, and from this investigation further practical work is being made. The practice leads, but the theoretical and contextual research is of equal importance, and happens alongside the practice.

It is believed that artistic research processes are often iterative or cyclic. Do you agree? What is your understanding of the iterative cyclic web model illustrated in the introduction to ‘Smith, H. & Dean, R. (2009) Practice-led Research, Research-led Practice in the Creative Arts’?

Artistic research processes are iterative. The process moves through a series of steps, the beginning of new work builds on the knowledge uncovered by the previous work. It is a progressive and moving process. This diagram is from Smith and Dean Practice-led Research, Research-led Practice in the Creative Arts:

Iterative Cyclic Research Diagram http://www.scribd.com/doc/91269904/Smith-Hazel-and-Dean-Roger-T-Practice-Led-Researc h-Research-Led-Practice-in-the-Creative-Arts

The following diagram is based on the Smith and Dean diagram but is easier to read:


Updated Iterative Cyclic Research Diagram http://andybuchanan.com.au/research/

It shows that, as ideas are generated, research and practice are initiated, in conjunction. Various types of output, practical and academic, are produced during the process, which led to further ideas generation and the process begins again.

How is a given methodology relevant to your own research proposal?

I feel the most appropriate methodology to apply to my research proposal is Grounded Theory. The generation of theory from data. Or, the generation of theory from practical work. “Having analysed a batch of data, the researcher returns to the field for more data, traced with the insights provided by previous analyses. Data are coded, conceptual labels honed and theoretical categories constructed. As the point of “saturation” of categories is approached, data collection gives way to defining and conceptual refinement.” (2) I feel that Grounded Theory reflects the iterative process described by Smith and Dean. The construction of side by side categories of research and work, the combination of which suggests conclusions and theories, from which more categories are derived.

One methodology or more methodologies? Would you use multiple methodologies in your research? Why?

I would use more than one methodology in my research. Methodologies are project dependant and various types of data may need collecting. The most relevant methodologies to my current work, alongside Grounded Theory, include Case Studies, and Feminist Perspectives. In particular case studies that involve investigating and discovering practitioners, theorists, ideologies and politics. Visiting and recording experiences of exhibitions, conferences and museums. The importance of Feminist Perspectives are a consideration because a main enquiry of my work is finding or creating a space for my voice. It has been difficult to build on spaces and voices defined by previous practitioners that are not male, difficult to find a way of speaking that is not understood through a particular way of reading. A way of reading that is not how I need to be understood.

I use more than one methodology. Multiple methodologies enable discovery and understanding from multiple perspectives. Multiple methodologies enable a deeper level of insight.

References:

1 Bujalski, A., Computer Chess . (2013). USA: Houston King, Alex Lipschultz.

2 Koneki, T., (2011). Visual Grounded Theory: A Methodological Outline and Examples from Empirical Work.A vailableat https://hrcak.srce.hr/file/106256 [Accessed29.11.2018].