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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WE LEFT EDEN - Marius Igland Group (2024) Marius Igland
We left Eden Performed by Marius Igland Group Musicians: Sebastian Grüchot Violin Trygve Rypestøl Sax Bjørn Rønnekleiv Clarinets Marius Igland Guitar Espen Grundetjern Bass Trygve Tambs-Lyche Drums Production Camera Andi Gyberg Lights design Andi Gyberg Sound Engineer Espen Grundetjern Consultant Espen Grundetjern Producer Marius Igland Editor Marius Igland Mix/master Marius Igland Music All compositions and arrangements by Marius Igland Timestamps: 0:14 - Prologue 3:18 - I - A different Animal 11:55 - II - Exploring 19:15 - III - Ambience 27:55 - IV - Water 32:59 - V - Anthropocen 41:07 - VI - Chronophobia 48:31 - VII - Forward we go 53:12 - VII - Returning This production was shot live in Kristiansand, Norway 12th of May, 2024
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Prodigal Misfortunes (2024) Pedro Alegria, Alexandra Abranches
Prodigal Misfortunes fuses digital drawing with eerie storytelling to create a captivating realm where the boundaries between the visual and narrative blur, inviting audiences into a unique experience. This synthesis leverages the strengths of both mediums, with the algorithmic medium providing a limitless canvas for visual exploration and the eerie narratives weaving complex, thought-provoking tales that engage the imagination and evoke deep emotional responses. Algorithmic drawing, with its capacity for intricate detail and surreal environments, sets the stage for stories that push beyond the ordinary, crafting scenes that are as haunting as they are beautiful. The eerie storytelling, in turn, infuses the artwork with a narrative depth that transforms each piece into a window into otherworldly tales, filled with mystery and the uncanny. But algorithms are not neutral entities and its socio-political effects result from the will of real individuals behind them who use them as an apparatus for social control. Thus, we endeavor to maintain an explicit distance between artist and computer, in the context of the emerging AI/LLM technologies that threaten to reverse the mind-over-matter stance of classic dualism. The use of mathematical chance through algorithmic processes to create drawings, aims to break free from technological functionalism. Mathematical randomness serves as a tool to explore the artist's inner self. Despite their digital nature, these drawings are firmly rooted in the tradition of drawing: they serve as a medium for expressing the artist's thoughts, embody the process of transferring these ideas onto a canvas over time, and highlight the artist's presence. Through a created software tool the software that produces the drawing stands as an artwork on par with the produced images, although remaining invisible. Thousands of lines of code have been written, although they remain in obscurity as an inherent aspect of its personal nature.
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Rogues (2024) Hanns Holger Rutz, Nayari Castillo-Rutz
A work-in-progress artistic research project. Initiated by Hanns Holger Rutz and Nayarí Castillo in autumn 2021, it develops into multiple intermedia objects that involve collaboration between different artists, objects that engage in sensorial exchange among themselves and with humans. This exposition is very much in flux, trying to capture the meanderings of the process.
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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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