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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LANGUAGE-BASED ARTISTIC RESEARCH (SPECIAL INTEREST GROUP) (2024) Emma Cocker, Alexander Damianisch, Lena Séraphin, Cordula Daus
Conceived and co-organised by Emma Cocker, Alexander Damianisch, Cordula Daus and Lena Séraphin, this Society of Artistic Research Special Interest Group (SAR SIG) provides contexts for coming together via the exchange of language-based research. The intent is to support developments in the field of expanded language-based practices by inviting attention, time and space for enabling understanding of/and via these practices anew.
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SOUNDING OUT the SOUND of OUD (2024) DMA
Documentation of preliminary steps and collection of musical material and related reflections during the first Term of the Master's Program in Improvisation and World Music. December 2022
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Breaking Circles (2024) Sunniva Storlykken Helland
The project 'Breaking Circles' is matriculated in the field of social design - an area within the design field that has renewed itself in recent years. Social design is user oriented towards vulnerable and exposed groups within society. Serving a sentence in prison is often associated with a range of penalties. Norway has only one penalty; denial of freedom. The inmates have the same rights as the rest of society, and are supposed to take part of it. The Norwegian Correctional Service’s unofficial slogan reads: ‘better out, than in’ meaning that rehabilitation overcomes penalty. The inmates have both the right and a duty to work, getting educated or attending amendment programs. The goal of their work is to qualify for working life after prison. Having to go to prison will without a doubt be a personal crisis for anyone, and can lead to loss of jobs, housing, personal economy and social network. Inmates could benefit from building professional networks to avoid seeking out old acquaintances in criminal networks after prison, heading into criminal relapse. Having worked with design projects in the western region of the Norwegian Correctional Service, I have seen the vast areas and systems within prisons and the service that are untouched by design strategy. Design has considerable potential to help inmates benefit from their surrounding systems, both within prison and outside. I aim to use social design to ease inmate’s transitions to becoming potential employees through their work within prison. To be able to do that, there are several problem areas to address: the content of inmate’s work in prison, inmate’s tools of sentence progress, barriers between prison and society and the lack of established professional networks to prevent criminal networks taking over after serving. Using graphic design and visual communication in social design can contribute to a dawning interest in design and creative practice to prevent recidivistic crime and social marginalization. Breaking Circles is a project with a strong emphasis on design experiments through field work in a real-life context: prison.
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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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