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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Drawing Across x Along x Between x University Borders (2024) DRAWinU
CONFERENCE, UNIVERSITY OF PORTO. October 16, 17, 18th, 2024 :: Drawing Across :: Along :: Between University Borders considers the epistemological and transformative potential of drawing research to connect divergent areas in the university today. The conference focuses on drawing-based collaborations between art, science and society to tackle artistic, educational and societal challenges. We invite artists, scientists, educators, students, university policymakers and persons interested in inter-transdisciplinary practices across academia, research, and society to contribute and join the discussion in three possible directions: ACROSS - In what ways are drawing practitioners challenging the disciplinary strictures that often constrain thinking and acting across divergent areas in the university? ALONG - How can drawing activities be an ally of STEM education in the university, and how can STEM practices be an ally of drawing education? BETWEEN - How can drawing-based practices and STEM disciplines collaborate to address the urgency of societal challenges?
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CARCEREIRA II (2024) Ivan Santos Ferreira, Ana Beatriz Pinheiro Oliveira, Matilde Marques Moutinho da Costa Vinagre, Fabbio Augusto Savioli da Silva, Inês Juliana Silva Moura, Oceane Lourenco Ribeiro
Modo de trabalhar no projeto coletivo na plataforma RC: Owner do projeto de grupo é o Ivan, todos os outros são co-autores.
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BAIRRO DA BOUÇA II (2024) Carolina Monteiro Henriques da Cunha, Duarte Nuno da Silva Amaral, Guilherme Baby Ferreira, Pedro Mesquita Martins, Matilde Simões Ribeiro Marques Oliveira, Mariana Pinto Afonso
Modo de trabalhar no projeto coletivo na plataforma RC: Owner do projeto de grupo é a Carolina, todos os outros são co-autores.
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MA: digital demons (2024) Johannes Rydinger
Digital Demons deals with themes of religion, shamanism and spirituality. These are some traces of media matter that surfaced during the two year masters program The Art of Impact at Stockholm University of the Arts. Among them are videographic essays, video sketches and a recorded performance that all have worked as research tools for finding an aesthetic language and narration structure that can be used in documentary and hybrid filmmaking.
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Musical Psycho Performance (2024) Gianmarco Moneti
Although I love attending traditional classical music concerts, I have long felt that they missed certain aspects that would make them more relatable to the inner world of the audience. In this research exposition, I argue that this missing aspect is a social element and I guide the reader through a possible application of social themes to a classical music concert. On a formal level, I use the techniques of psychodrama – a form of group therapy – as a tool from which I borrow some fundamental concepts, along with the conception of characters, to understand how social themes can be addressed in a context in which multiple people connect to the same object. In this case, the object of common interest is the representation on stage. On a substantial level, I draw upon material I collected in my interviews with Clara Scarafia to study a social theme she has been directly involved with: suicide. The two levels are brought together in my pilot session, where I experiment through a sample of the complete performance I am designing and an audience questionnaire how psychodrama and the interview interact and influence one another. The goal is to show that the classical repertoire, with its complex emotional kaleidoscope and non-verbal language, can easily bear a social theme and enhance the collective reflection of relevant themes in our times.
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ARTISTIC RESEARCH REPORT GAMPSISS (2024) Micha Hamel
GAMPSISS was a comprehensive, 4-year collaborative, transdisciplinary project executed by Erasmus University (EUR), University for Techonolgy Delft (TUD), Willem de Kooning Art Academy Rotterdam, and the conservatoire of Rotterdam: Codarts. 
In Year 1 we each conducted research in our own discipline, namely: on listening (Codarts), on persuasive games (TUD) and aligned these with the cultural sociological perspective (EUR) on concert audiences and concert experience. In Year 2, based on the knowledge gained, we jointly built a prototype of a game called 'Listening Space'. A game for the smartphone, to be played prior to a (classical music) concert to train listening skills, through awareness and playful practice of different listening modes. In Year 3, again with the entire team, we designed an interdisciplinary gamified performance called “Listening Mutant 2021” during which the audience worked through a wide range of listening games and training. This time the games were not only about music listening but also about social listening (listening to other people). The performance was played for a specially recruited diverse audience, and included orchestral music, theatrical scenes, audience participation, a quiz, a debate, a (new) smartphone game, an audio (headphones) story, all integrated into a total experience with a festival atmosphere. Due to COVID-19, it was not produced (in a modified version) until Year 4, and for a smaller audience than we originally envisioned. Year 4 we then finished analyzing, writing and reflecting. 'Listening Space' produced modest positive effects, and 'Listening Mutant' a major positive effect. At the Willem de Kooning Academy in Years 2 and 3, we set up a GAMPSISS course in which all researchers taught. Students were asked to design listening games. Some of these served as inspiration for the games in “Listening Mutant 2021. Two sub-studies were also conducted under the accolade of GAMPSISS, namely a study on what happens when people listen to a piece of music repeatedly (listening diaries, EUR, yet to be published) and a combination of empirical research and extensive desk research (Codarts) on listening from a predominantly philosophical perspective, resulting in a paper titled 'A concise theory of listening' that can be used in conservatories and music practices. The PHD candidate also conducted several more studies on other persuasive games (yet to be published).
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