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Experimental Creative Practices

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Abstract

From the earliest human creative expressions there has been a relationship between art, technology and science. In Western history this relationship is often seen as drawing from the advances in both art and science that occurred during the Renaissance , and as captured in the polymath figure of da Vinci . The twentieth century development of computer technology, and the more recent emergence of creative practice-led research as a recognized methodology, has lead to a renewed appreciation of the relationship between art, science and technology.

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Notes

  1. 1.

    This debate can be seen in the broader literature on Artistic Research, creative practice-led research, for example Working papers in Art and Design Research, Art&Research: A Journal of Ideas, Contexts and Methods. This concern is also echoed in literature focused on innovation and research & development. For example NESTA reports by Bakhshi and Throsby (2010), Bakhshi et al. (2011).

  2. 2.

    In this chapter the term Artistic Research will be used to refer to creative practices undertaken in the context of research, which is drawn from the work of Coessesn et al. (2009).

  3. 3.

    For example the Australian Excellence in Research policy that recognizes creative works as research output.

  4. 4.

    As documented by Bridle at the following URL: http://new-aesthetic.tumblr.com/.

  5. 5.

    Computer Graphics is an examples of a field that has been the result of interdisciplinary research—from the early computer artists and researchers working together to develop the potential for new visual technology, to the contemporary animation studios working across Film, TV and Computer games pushing boundaries of the field through creative application.

  6. 6.

    For example the computer art collection at the Victoria and Albert Museum London, see Beddard (2009).

  7. 7.

    Here Carter is referencing Barthes’ Mythologies (1973).

  8. 8.

    This is the basis of much of the work on Creative Industries and Innovation, see Bakhshi et al. (2010; 2011).

  9. 9.

    Performative is used here in respect to concepts of performativity and practice, with origins in the work of Austin (1962). Similarly Pickering (2010) describes science as performative.

  10. 10.

    A similar argument is made in relation to art within industry innovation pathways, where creativity and artistic practices become an input which is easily instrumentalised in the logics of innovation, and as a result rendered invisible, or “eliminated”.

  11. 11.

    This is with the exception of some forms of citizen science, and the current movement towards “removing the walls” of the science lab that can be seen in many institutions.

  12. 12.

    See the project web site: http://beatrizdacosta.net/Pigeonblog/statement.php.

  13. 13.

    For example Julian Bleeker’s “A Manifesto for Networked Objects—Cohabiting with Pigeons, Arphids and Aibos in the Internet of Things” (2006) See http://dm.ncl.ac.uk/courseblog/files/2010/04/whythingsmatter.pdf.

  14. 14.

    See for example Ox (2013) paper “What Is the Challenge of Art/Science Today and How Do We Address It?”.

  15. 15.

    See the SymbioticA web site: http://www.symbiotica.uwa.edu.au/.

  16. 16.

    For example Dr Svenya Kratz who completed her practice-led PhD working at the Institute for Health and Biotechnology Innovation at the Queensland University of Technology.

  17. 17.

    See the Tissue Culture Art Project web site: http://tcaproject.org/.

  18. 18.

    See the Victimless Leather web site: http://www.tca.uwa.edu.au/vl/vl.html.

  19. 19.

    Critical Design is best captured in the practice of Dunne and Raby (1999; 2001).

  20. 20.

    For a list of Artists see http://www.symbiotica.uwa.edu.au/residents.

  21. 21.

    SymbioticA run undergraduate and postgraduate courses on bio-art and Art Science practices, which are detailed at the following URL: http://www.symbiotica.uwa.edu.au/courses.

  22. 22.

    This run through the Australian Research Council (ARC) Linkage grant scheme, which involve research conducted with an industry partner. For the Synapse Linkage scheme the industry partner is the Australia Council for the Arts. http://www.australiacouncil.gov.au/artforms/experimental-arts/opinion_piece._synapse_sharing_partnerships.

  23. 23.

    See the Brighthearts web site: http://georgekhut.com/brighthearts/.

  24. 24.

    For example Brighthearts was included in, and won, the 2012 New Media Art Awards at Gallery of Modern Art in Brisbane Queensland. See http://www.qagoma.qld.gov.au/exhibitions/past/2012/national_new_media_art_award_2012.

  25. 25.

    The work has also been included in CUSP; Designing the Next Decade curated by the Australian Center for Design. Similarly the work of Mari Vilonaki discussed in this paper is also included in the same exhibition. See http://www.cusp-design.com/.

  26. 26.

    See the Arts and Health Foundation Award 2012 http://www.creativepartnershipsaustralia.org.au/arts/awards/2012-abaf-award-winners.html.

  27. 27.

    Ibid. 25.

  28. 28.

    See the Australian Center for Field Robotics web site: http://www.acfr.usyd.edu.au/.

  29. 29.

    See the artists web site: http://mvstudio.org/work/fish-bird-cicle-b-movement-b/.

  30. 30.

    See the Creative Robotics Lab web site: http://www.niea.unsw.edu.au/about/niea-groups/creative-robotics-lab.

  31. 31.

    See the National Institute for Experimental Arts web site: http://www.niea.unsw.edu.au/.‎

  32. 32.

    See for example Roger Malin’s work Chair of Arts and Technology at the University of Texas http://www.utdallas.edu/atec/malina/ and the Science Engineering Art and Design (SEAD) developments http://www.utdallas.edu/atec/cdash/ and http://seadnetwork.wordpress.com/, the Leonardo Education and Art forum http://www.leonardo.info/isast/LEAF.html , the liberal arts and engineering programs at California Polytechnic State University http://laes.calpoly.edu/, and the Rhode Island School of Design’s STEM to STEAM program http://stemtosteam.org/.

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Sade, G. (2014). Experimental Creative Practices. In: Lee, N. (eds) Digital Da Vinci. Springer, New York, NY. https://doi.org/10.1007/978-1-4939-0965-0_2

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