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Thursday, November 28, 2019

Yasmin_discussions Digest, Vol 20, Issue 1

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THIS IS THE YASMIN-DISCUSSIONS DIGEST


Today's Topics:

1. WWWWASP Discussion (YASMIN DISCUSSIONS)


----------------------------------------------------------------------

Message: 1
Date: Wed, 27 Nov 2019 11:24:33 +0100
From: YASMIN DISCUSSIONS <yasmin_discussions@ntlab.gr>
To: yasmin_discussions@ntlab.gr
Subject: [Yasmin_discussions] WWWWASP Discussion
Message-ID:
<mailman.0.1574850914.23215.yasmin_discussions_ntlab.gr@ntlab.gr>
Content-Type: text/plain; charset=utf-8; format=flowed

Dear Yasminers,

In line with the comments made by Diamond and his interest in inclusive
actions that address the social diversity that makes up the world we
know, we could see examples from many approaches:

-About the integration of other voices in artistic proposals, I can
offer you an example of success: since 2004, the Spanish artist Antoni
Abad has developed projects on different human groups in danger of
exclusion: megafone.net his work was recognized with a Golden Nica Ars
Electronica in 2006.

-the territory of videogames is also a critical area with stereotypes,
they propose new interactive narratives, new forms of representation, I
recommend:
"Gris" is a video game developed by the Spanish independent studio
Nomada Studio: https://nomada.studio/
"Perfect Woman" (Peter Lu & Lea Schonfelder, 2012-2016) the player's own
body is used as an interface to reflect on the role of women in society.
?Queer Power? (2004) inspired by Judith Butler's work and academic
conversations about stereotypical representations in games. The approach
taken by developers is crude: https://molleindustria.org/en/queer-power/
"The Red Strings Club" (Deconstructeam, 2018) addresses issues such as
sexism, racism or depression, and also try to promote the normalization
of LGBTIQ + characters in the world of video games.
"Privileged" (Zsolt Bartok, 2014), promotes social awareness about
global inequality.

-Videogames to make us think about what is happening in this world:
"September 12" and also "Madrid" http://www.newsgaming.com

-Video games useful in scientific areas as Guillermo mentioned, another
example:
"Foldit" allows to investigate diseases while playing ..
"Eyewire" (Sebastian Seung, 2012) intends to completely map the brain
neurons involved in vision-related processes.

In addition, several Theses have been defended on the video game at the
Faculty of Fine Arts, for example:
THE VIDEO GAME AS A TOOL FOR ARTISTIC PEDAGOGY:
https://eprints.ucm.es/24552/;
Art and video games: mechanics, aesthetics and game design in
contemporary creation practices: https://eprints.ucm.es/16680/1/T34020.pdf

Without a doubt, the concern expressed by Guillermo about the role of
cities and social participation, who will be the audience of art /
science practices, this group in Barcelona offers a definition that can
help us think: "Towards a multidisciplinary practice in which art and
citizen participation are a fundamental part of the way of doing science
". http://www.ub.edu/opensystems/about/

Curiosity, the search, to inhabit the continuous enigma that Roger
mentions, is perhaps what leads us to think about art / science
relations, beyond institutionalization and the agencies that limit
territories of knowledge.

Deleuze wrote: "The multiple must be done, but not constantly adding a
higher dimension, but, on the contrary, in the simplest way, a sobriety
force, at the level of the available dimensions, always 'n minus 1'
(Only then, by subtracting it, the one is part of the multiple.)
Subtract the only thing from the multiplicity to be constituted: write
to n-1 ".

(Excuse me, I wanted to send the mail, but I could not check the
translation ... speech is also a cultural construct)

--
Salom? Cuesta
Dir. Dpto. Escultura
Universitat Polit?cnica de Val?ncia

http://orcid.org/0000-0002-7898-8093

----- CONTACTO----
email: sacuesta@esc.upv.es
Tel: (34) 96 38 77 007 Ext. Int. 74801/14825
M?vil: 689 285 254
Fax:(34) 96 387 74 89
--------------------------
Universitat Polit?cnica de Val?ncia: http://www.upv.es
Departamento Escultura: http://www.upv.es/entidades/DE/index-es.html
Grupo de Investigaci?n Laboratorio de Luz: http://www.laboluz.com
M?ster Oficial en Artes Visuales y Multimedia:
http://www.artesvisualesymultimedia.com
http://www.facebook.com/masterAVM




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Sunday, November 24, 2019

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Yasmin_discussions Digest, Vol 19, Issue 3

Send Yasmin_discussions mailing list submissions to
yasmin_discussions@ntlab.gr

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THIS IS THE YASMIN-DISCUSSIONS DIGEST


Today's Topics:

1. micro art science actions ( MASA) or a continuous conundrum,
conimbrum, quonundrum, conuncrum, and quadundrum (YASMIN DISCUSSIONS)


----------------------------------------------------------------------

Message: 1
Date: Sat, 23 Nov 2019 12:41:24 -0600
From: YASMIN DISCUSSIONS <yasmin_discussions@ntlab.gr>
To: yasmin_discussions@ntlab.gr
Subject: [Yasmin_discussions] micro art science actions ( MASA) or a
continuous conundrum, conimbrum, quonundrum, conuncrum, and quadundrum
Message-ID:
<mailman.1.1574534814.5744.yasmin_discussions_ntlab.gr@ntlab.gr>
Content-Type: text/plain; charset="UTF-8"

yasminers

I would like to pick up on Salome Cuesta proposal for 'micro-actions' in our
art-science communities of practice, and Diamond Berverly's idea of
a 'continous conundrum ( see below)

After 30 years as executive editor of leonardo, for the first time i am
now deeply engaged as a practitioner in art science collaborations. I
like to joke that astrophysics was so easy ! We all agreed on the
success criteria
and used the same concepts, methods and terminology. Plus we were very
well funded.

Thanks to Guillermo Munoz and colleagues at the University of
Valencia i received a PhD in Art
so I am now an artscience 'postdoc' with a phd in astrophysics and a
phd in art !

As James Leach pointed out in his Leonardo article (Extending
Contexts, Making Possibilities:
An Introduction to Evaluating the ProjectsJames Leach
https://cnrs.academia.edu/JamesLeach )
many many art science collaborations 'fail' in achieving their
original objectives. In our artscilab ( https://artscilab.atec.io/
)we have been arguing that there is a very big step between
inter/multi disciplinary collaborations and 'trans' disciplinary
collaborations which bridge very very different disciplines with very
very different personal and collective success criteria, and very very
different often
contractictory methods, concepts , terminologies- these are in Diamond
Berverly's term 'conundral;- see merriam webster

"The exact origin of conundrum isn't known with certainty. What is
known is that the word has been in use since the early 1600s, and that
it had various spellings, such as conimbrum, quonundrum,conuncrum, and
quadundrum, before the current spelling was finally established
sometime in the mid-17th century. One theory of origin suggests that
the word was coined as a parody of Latin by students at Oxford
University, where it appears to have enjoyed particular popularity in
its "word play" or "pun" sense. While the prevalent sense in this
century is that of the seemingly unanswerable question or problem,
frequently applied to heady dilemmas involving ethics, sociology, or
economics, the word is sometimes so loosely applied to anything
enigmatic as to be synonymous with puzzle or mystery."

One of the strategies we have been trying is "micro-projects" in
cuesta's terminology- we define them as
short duration ( weeks), projects which require no money or cash, only
gift exchange of time
and access to facilities, expertise etc ( the gift exchange vocabulary
comes from James Leach)

in the art sci lab we are approached continuously by 'stem'
professionals who want to collaborate.
Often they have antiquated ideas of what making art involves or
results in. Often they view
art as less primary in the 'tree of knowledge" ( ie in a branch not in
the trunk). Often they have
very different methods , concepts, terminology( we are trying to
develop transdisciplinary apprenticeships as part
of the approach). If a micro-project doesnt succeed, its likely that a
significant project wont in
our experience

I am delighted that a student research in our artscilab , Diamond
Beverly, has proposed:
"how do we go about including diverse voices and fostering
heterogeneous approaches instead unconsciously
excluding people from the conversation and thus creating a continuous
conundrum."

maybe the younger members of yasmin should weigh in, just as

from diamon berverly:I was very intrigued with your post last week
when you emphasized
educational spaces and work shop methodologies. I would like to know
how you define micro-actions. I also find such maker spaces and
hackathons a good step into the future of collaborative educational
space. A question that persists however is how these spaces find their
audience? And by this I mean how do we go about including diverse
voices and fostering heterogeneous approaches instead unconsciously
excluding people from the conversation and thus creating a continuous
conundrum.

so all latin students on yasmin go at it :
" One theory of origin of 'conundrum" suggests that the word was
coined as a parody of Latin by
students at Oxford University, where it appears to have enjoyed
particular popularity in its "word play"
or "pun" sense. While the prevalent sense in this century is that of
the seemingly unanswerable question
or problem, frequently applied to heady dilemmas involving ethics,
sociology, or economics, the word is sometimes so loosely applied to
anything enigmatic as to be synonymous with puzzle or mystery.

or maybe living in a continuous conundrum is a desirable state ?
certainly it is a state
that drives our artscience work

and HAPPY THANKSGIVING in the USA- though i always have misgiving about
giving thanks to our colonial ancestors who decimated the indian
populations !! there must be someone else to thank in our cultures !
Roger is almost in chicago 510-853-2007



------------------------------

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Saturday, November 23, 2019

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Friday, November 22, 2019

Yasmin_discussions Digest, Vol 19, Issue 2

Send Yasmin_discussions mailing list submissions to
yasmin_discussions@ntlab.gr

To subscribe or unsubscribe via the World Wide Web, visit
http://ntlab.gr/mailman/listinfo/yasmin_discussions_ntlab.gr
or, via email, send a message with subject or body 'help' to
yasmin_discussions-request@ntlab.gr

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When replying, please edit your Subject line so it is more specific
than "Re: Contents of Yasmin_discussions digest..."


THIS IS THE YASMIN-DISCUSSIONS DIGEST


Today's Topics:

1. YASMIN response to salome cuesta (YASMIN DISCUSSIONS)
2. WWWWASP Discussion - Fourth Week (YASMIN DISCUSSIONS)


----------------------------------------------------------------------

Message: 1
Date: Wed, 20 Nov 2019 18:25:09 -0600
From: YASMIN DISCUSSIONS <yasmin_discussions@ntlab.gr>
To: yasmin_discussions@ntlab.gr
Subject: [Yasmin_discussions] YASMIN response to salome cuesta
Message-ID:
<mailman.1.1574333281.14000.yasmin_discussions_ntlab.gr@ntlab.gr>
Content-Type: text/plain; charset="UTF-8"

From: Beverly, Diamond Elizabeth <Diamond.Beverly@UTDallas.edu>



I would like to respond to Salome Cuesta's discussion response.



I was very intrigued with your post last week when you emphasized
educational spaces and work shop methodologies. I would like to know
how you define micro-actions. I also find such maker spaces and
hackathons a good step into the future of collaborative educational
space. A question that persists however is how these spaces find their
audience? And by this I mean how do we go about including diverse
voices and fostering heterogeneous approaches instead unconsciously
excluding people from the conversation and thus creating a continuous
conundrum.


Negative thoughts plague is self-conscious and effect how we proceed
throughout our days. To relieve the constant battle between my
consciousness the idea for my video game was born. My name is Diamond
Beverly and I am an artist, video game developer, and computer
programmer based in Dallas, Texas. Through individual and
collaborative projects, I discovered the power environmental
storytelling and transformative properties of a well-designed game. I
am interested in the intersections of culture, communication,
representation and narrative storytelling through the medium of
digital games. I have developed skills in computer programming, film
production and game development as a result of these personal and
academic interest.

I am currently working on a project that utilizes video games as a
medium to explore the relationship between negative thoughts and
positive affirmations. The motive of the game is to fight your
negative thoughts with positive affirmations in the style of a retro
fighting game. I plan to continue a career in the video game industry
and higher education. This game concept is based on my personal
practice I utilize regarding my mental health. I?ve always been
passionate about the way Video games brings and connects cultures and
conceptual ideas.

Portfolio -https://diamond-beverly.weebly.com/
LinkedIn -https://www.linkedin.com/in/diamond-beverly-181b56173


thank you for your time,
Diamond Beverly [Pronouns: she, her, hers]
Teaching Assistant and Graduate Student
University of Texas at Dallas



------------------------------

Message: 2
Date: Fri, 22 Nov 2019 14:44:04 +1100
From: YASMIN DISCUSSIONS <yasmin_discussions@ntlab.gr>
To: yasmin_discussions@ntlab.gr
Subject: [Yasmin_discussions] WWWWASP Discussion - Fourth Week
Message-ID:
<mailman.0.1574394382.5744.yasmin_discussions_ntlab.gr@ntlab.gr>
Content-Type: text/plain; charset="UTF-8"

Dear Yasminers,

We are just running out our fourth week in the discussion, and we have
heated up our sharing slightly with contributions from Gustavo Schwartz and
Diamond Beverly.

On Sunday, and inspired by Jing Chen comments (lack of transdisciplinary
dialogues), I?ve been trying to trigger the scientists reaction, saying
that the need for this interdisciplinarity action is huge inside science,
just rounding the idea that our scientific methodologies are old ?items?
inside our actual world, which needs big changes related to huge
complexity.

Gustavo included more complexity to our actual discussion about the inner
nature of art/sci disciplines. From his view, it is not just that we can
compare art/sci as a traditional discipline. In this big network of
discipline relations we can find sub-types which return an expert knowledge
(art/sci neuroscience, for example) and others that are not focused in an
expert view, and returns a general overview. I think the last ones are the
ones that relate contexts, and may be are important keys to understand some
of our actual complexity (like for example climate change, that has been
discussed previously in Yasmin).

Finally, Diamond focus the attention in the definition of our
micro-actions, and the relation to the advent of some new spaces (maker
spaces, hackathons, ?). Diamond presented to us the use of the narratives
of the video games, and her gamming project relating negative thoughts and
positive affirmations. Video games, for sure, are new tools that are
currently being used both in science and art. From science, one very
interesting example has been ?quantum moves? (
https://www.scienceathome.org/games/quantum-moves/ ). In my opinion, new
spaces, new tools and new platforms are great opportunities, as these
relate our work with different narratives, and we have the duty to try to
find the symbols and the particularities inside these narratives. These
tools are great when trying to identify, study or just express the actual
complexity.

Our next week is our last week for sharing thoughts, and afterwards we will
try to summarize all the inputs that you have kindly sent here. So, please,
we will be more than happy to listen your thoughts. The aim of this
discussion is just share our visions of the art/sci scenarios, topics,
challenges, actors, and so on. There are many remaining topics, like for
example the role of the cities and the social participation in these
actions, the possibility to develop strong networks of art/sci practices
(like the one made by Leonardo), the difficulties when communicating
art/sci dynamics inside an ?academia? that do not forget its 19th century
structure (at least apparently), how to create a networked knowledge
alternative (with different kind of experts and hybrids) within a world
that has an specific understanding of productivity, or who is accessing to
the art/sci practices and educational resources. Who are and who will be
the art/sci teachers and the art/sci students?

I wish you a good weekend, and hope on Monday we can continue our
discussion with all your inputs and ideas.

Guillermo.


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Monday, November 18, 2019

Yasmin_discussions Digest, Vol 19, Issue 1

Send Yasmin_discussions mailing list submissions to
yasmin_discussions@ntlab.gr

To subscribe or unsubscribe via the World Wide Web, visit
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THIS IS THE YASMIN-DISCUSSIONS DIGEST


Today's Topics:

1. why not ArtScience as an established area of practice,
research, and education? (YASMIN DISCUSSIONS)


----------------------------------------------------------------------

Message: 1
Date: Sun, 17 Nov 2019 19:00:51 +0100
From: YASMIN DISCUSSIONS <yasmin_discussions@ntlab.gr>
To: yasmin_discussions@ntlab.gr
Subject: [Yasmin_discussions] why not ArtScience as an established
area of practice, research, and education?
Message-ID:
<mailman.4.1574022550.23077.yasmin_discussions_ntlab.gr@ntlab.gr>
Content-Type: text/plain; charset=utf-8

Hi all

I would like to reply to Joao?s thoughts.

From my point of view, we should distinguished between general and specific ArtSci collaborations. In the last case, this kind of collaboration could become an established area of practice; let say: a discipline. This could be, for example, the case of visual artists collaborating with neuroscientists in problems related to visual perception. There are too many things to do in this field and this collaboration could last for decades. On the other hand, there are very general explorations of the borders between art and science that can hardly become a discipline due to its general character. Trying to fit this kind of exploration into a discipline could eventually fade its purpose.

Best,
G/

----------------------------------------
Dr. Gustavo A. Schwartz
Centro de F?sica de Materiales
Centro Mixto CSIC-UPV/EHU
-----------------------------------------

> Joao Silveira Introductory text
>
>
> As mentioned, there are some residency programs connecting artists and
> scientists around the world as well as more and more interactions inside
> the universities. However, ArtScience is usually a peripheral activity and
> still far from institutionalized activity. This opens the question: Should
> ArtSci be inside a ?silo?? On one hand, to be inside a silo could be
> prejudicial for the transdisciplinary philosophy and in the end, ArtSci
> could end just as another ?discipline?. On the other hand, we have in the
> contemporary history many examples of well-developed disciplines that were
> born from the fusion of other areas as Biochemistry (biology + chemistry);
> Astrophysics (Astronomy + Physics); Biophysics (biology + Physics);
> bioengineering (biology + engineering), etc. So, why not ArtScience as an
> established area of practice, research, and education?
>
>
> Joao Silveira
>
>



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