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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LOVE LETTERS (2024) Joonas Lahtinen
LOVE LETTERS is an ongoing multimodal artistic research project exploring strategies and politics of participation, love letters as a form of communication, performativity of text and writing, intimacy and (imagined) boundaries between the "private" and the "public", forms of fandom, discourses on liveness, and the materiality and performativity of the LED ticker as an artistic medium. PROJECT TIMELINE AND CONTRIBUTIONS 2024 // Lecture Performance "How to Facilitate Careful Listening and Non-Coercive Participation in Artistic Research? LED Tickers and Love Letter Writing as Research Tools", Forum Artistic Research // Symposium "Listen for Beginnings", Gustav Mahler Private University Klagenfurt (Proceedings article forthcoming in 2025) 2023-2024 // Participatory installation at the Kunstzelle // WUK Vienna and Vienna Art Week 2023 festival 2020-2022 // Experiments within the frame of the artistic research project "TACTICS for a COLLECTIVE BODY" at the Royal Academy of Fine Arts Antwerp and the Royal Conservatoire Antwerp, PI's: Renata Epifanio Lamenza and Stef Assandri 2021 // video contributions LOVE LETTER TO JENNY HOLZER and WHEN? WHEN? WHEN? in the Facebook Lockdown Calendar of WUK performing arts Vienna
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In a Place like this (2024) Johan Sandborg, Duncan Higgins
In A place Like This sets out to investigate and expand the issues and critical discourses within Sandborg and Higgins' current collaborative research practice. The central focus for the research is concerned with how art, in this instance photographic and painted image making and text, can be used as an agent or catalyst of understanding and critical reflection. The research methodology is constructed through photography, painting, drawing and text. This utilises the form of an artist publication as a point of critically engaged dissemination: a place for the tension between conflicting ideas and investigation to be explored through discussion. The research question is focused on how the production of the image and the act of making images can communicate or describe moments of erasure or remembering in terms of historical and personal narratives with direct reference to moments of violence and place. This is seen not in terms of a nostalgic remembrance of the past; instead as one that is rife with complicated layers and dynamics where recognition is denied the ability to locate a physical representation. Embedded in this is an exploration of particular questions concerning the ethics of representation: the depiction of ourselves and other? In this sense it brings into question an examination of the act of remembering as a thing in itself, through the production of the image and text, contexts of knowledge and cultural discourses explored through the form of an artists publication.
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Desenho e Perfomatividade (2024) Ana Sousa Santos
Desenho e Perfomatividade (Conjunto de Workshops realizados)
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On Angry Gamers - How Representation shapes Male Entitlement to First Person Shooters (2024) Ben Christ
This paper delves into how representation affects men’s entitlement to First-person shooters (FPS). Starting with a quick look at the history of computing and representation, I‘ll explore how FPS games have been marketed to men over time. I‘ll also research how e-sports and streaming contribute to shaping the image of a „hardcore“ gamer. Using Gamergate in 2014 and 2015 as a case study, we‘ll see how the „hardcore“ white male gaming community reacts when it feels like it is being attacked. The gaming industry has been targeting their games towards men for a long time, creating a space where they feel they can do whatever they want. Video games, for them, are a realm of endless possibilities. So, when it seems like someone is trying to impose on their (perceived) freedom (as seen in Gamergate), they‘re ready to fight back.
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Alienation: Regarding the Art, the Artist and the Audience. (2024) Julien Hamilton
Thesis of the Royal Art Academy, The Hague, 2024 BA Fine Arts In the landscape of modern society, alienation is a common denominator to the experience of individuals. Whether this is due to society’s perpetual acceleration, or the experience of life through the ever-present lens of consumerism, alienation is an unmissable part of the contemporary human experience. This extends to the art world, where the chasm separating an ever-booming global market for the arts, and institutions struggling to get their pre-covid-19 visitor numbers highlight the disparities in the experience of art today. These disparities will ultimately transpire in the experience of the viewer. But how, and why can art be a catalyst for alienation in late-contemporary society? This Graduation Research Paper is an attempt at exploring the relationship between the artwork, the audience, and the artist, so as to attempt and provide a comprehensive notion of the ways in which relationships form around artworks, notably through communication theory. This GRP will also explore examples of elements of influence in the formation of communicative structures between the art and the audience. Notably, this paper will discuss the myth of the artist, and its influence as an authority in the experience of art, as well as the influence of spatial context on the reception of art. The paper will conclude that the artist possesses limited agency in the reception of their artworks, and that in order to provide an honest experience to a contemporary audience, the artist must seek to understand and deconstruct the codes which surround the audience's consumption of art.
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The Production of High Fidelity Audio Electronics and the Politics of Technological and Social Modernization in Late State Socialist Poland (2024) Patryk Wasiak
This paper investigates the development of the production of High Fidelity (Hi-Fi), audios and the emergence of an accompanying audiophile culture in late state socialist Poland of the 1970s. My case study offers a discussion on the re-negotiating of the cultural values of a specifically marketed technology that was used as a status symbol in affluent market economy countries. In state-socialist Poland, a host of social actors appropriated Hi-Fi audios technologies and audiophile culture to be part of a nationwide project of technological and social modernization. I investigate how in this specific historical setting the mass-scale development and the production of Hi-Fi audios emerged, and how this was embedded into the government policy of building “consumer socialism.” This development also corresponded with a state-sponsored program of technological modernization, in which the electronics industry was identified as a flagship sector that received substantial government investment. I also discuss the emergence of a local audiophile culture, which was redefined by intermediary actors, from being a Western elitist “consumption microculture” into an accessible form of cultural uplift for working-class youth.
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