Interview with Merijn Oudenampsen published on the INC blog.
LINK
This conceptual article argues for a broader view of the role of events in social systems. When analyzed as social phenomena, events can be seen as social actors that have the potential to both sustain and transform social systems. The maintenance of social systems is often reliant on iterative events, regularly occurring celebrations that tend to confirm social structures. In contrast, pulsar events have the potential to transform social structures. In this sense events can be seen as actors that have important influences on social systems, particularly in linking localized small world networks with the global space of flows. These ideas are explored through the case of Barcelona, which illustrates the interplay between these different types of events in their total portfolio, and how the extension of ritual in the sense of Collins can also contribute to the generation of new relationships and practices in the contemporary network society. Barcelona is examined as an eventful city in which the alternation of continuity through iterative events and change through pulsar events contributes to increasing the network effects of events.
Het Nederlands Openluchtmuseum (NOM) wil actief bijdragen aan een duurzame samenleving met zijn kennis van materialen, producten, diensten en culturele tradities die eeuwenlang functioneerden binnen circulaire gemeenschappen. Ondanks technologische vernieuwing en globalisering heeft het NOM de overtuiging dat deze historische kennis kan bijdragen aan duurzame producten voor de toekomst. Het NOM wil een structurele samenwerking met de creatieve sector om meetbare impact te realiseren binnen en buiten het museum voor de transitie naar een circulaire samenleving. Daarvoor wil het graag zijn collectie en kennis toegankelijk maken voor ontwerpers. Belangrijke praktijkvragen daarbij zijn: Welke rol kan het museum spelen i.s.m. ontwerpers? Hoe kan relevante kennis van het NOM toegankelijk en toepasbaar worden gemaakt voor ontwerpers? Hoe creëer je samen met ontwerpers de gewenste impact in de samenleving? Op basis hiervan is de onderzoeksvraag geformuleerd: Hoe kunnen maatschappelijke organisaties zoals het NOM relevante kennis en artefacten toegankelijk en toepasbaar maken voor ontwerpers t.b.v. meetbare impact voor een circulaire samenleving? Deze onderzoeksvraag is vertaald naar enkele sub-vragen over definities van duurzaamheid en circulariteit, de verwachte rollen van museum en ontwerpers, de gewenste structuur van samenwerking en over de rol van prototypen om de gewenste impact te realiseren. Naast het NOM als MKB, participeren in dit project twee creatieve ondernemers (1 MKB, 1 ZZP-er) die zijn geselecteerd op basis van hun specifieke ontwerpkwaliteiten, hun ervaringen in samenwerken met partners en hun kennis van circulair ontwerp. Samen met docent-onderzoekers en ontwerpstudenten van ArtEZ onderzoeken zij deze vragen. De belangrijkste projectresultaten zijn: prototypen, getest op gewenste maatschappelijke impact; een rapport dat beschrijft hoe het NOM kan samenwerken met de creatieve sector om bij te dragen aan ‘Nederland circulair’; en presentatie- en netwerkbijeenkomsten om kennis te delen en te bouwen aan het netwerk van stakeholders om beoogde impact te realiseren.
The growing use of digital media has led to a society with plenty of new opportunities for knowledge exchange, communication and entertainment, but also less desirable effects like fake news or cybercrime. Several studies, however, have shown that children are less digital literate than expected. Digital literacy has consequently become a key part within the new national educational policy plans titled Curriculum.nu and the Dutch research and policy agendas. This research project is focused on the role the game sector can play in the development of digital literacy skills of children. In concrete, we want to understand the value of the use of digital literacy related educational games in the context of primary education. Taking into consideration that the childhood process of learning takes place through playing, several studies claim that the introduction of the use of technology at a young age should be done through play. Digital games seem a good fit but are themselves also part of digital media we want young people to be literate about. Furthermore, it needs to be taken into account that digital literacy of teachers can be limited as well. The interactive, structured nature of digital games offers potential here as they are less dependent on the support and guidance of an adult, but at the same time this puts even more emphasis on sensible game design to ensure the desired outcome. The question is, then, if and how digital games are best designed to foster the development of digital literacy skills. By harnessing the potential of educational games, a consortium of knowledge and practice partners aim to show how creating theoretical and practical insights about digital literacy and game design can aid the serious games industry to contribute to the societal challenges concerning contemporary literacy demands.
Society continues to place an exaggerated emphasis on women's skins, judging the value of lives lived within, by the colour and condition of these surfaces. This artistic research will explore how the skin of a painting might unpack this site of judgement, highlight its objectification, and offer women alternative visualizations of their own sense of embodiment. This speculative renovation of traditional concepts of portrayal will explore how painting, as an aesthetic body whose material skin is both its surface and its inner content (its representations) can help us imagine our portrayal in a different way, focusing, not on what we look like to others, but on how we sense, touch, and experience. How might we visualise skin from its ghostly inner side? This feminist enquiry will unfold alongside archival research on The Ten Largest (1906-07), a painting series by Swedish Modernist Hilma af Klint. Initial findings suggest the artist was mapping traditional clothing designs into a spectral, painterly idea of a body in time. Fundamental methods research, and access to newly available Af Klint archives, will expand upon these roots in maps and women’s craft practices and explore them as political acts, linked to Swedish Life Reform, and knowingly sidestepping a non-inclusive art history. Blending archival study with a contemporary practice informed by eco-feminism is an approach to artistic research that re-vivifies an historical paradigm that seems remote today, but which may offer a new understanding of the past that allows us to also re-think our present. This mutuality, and Af Klint’s rhizomatic approach to image-making, will therefore also inform the pedagogical development of a Methods Research programme, as part of this post-doc. This will extend across MA and PhD study, and be further enriched by pedagogy research at Cal-Arts, Los Angeles, and Konstfack, Stockholm.