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London ‘82
In the early 1980's, Sunil Gupta enrolled at the Royal College of Art in London, where he had access to colour negative processing facilities. He took to the streets of the capital in search of the centres gay London life around Earl’s Court, King’s Road, and the West End.
"I hoped to repeat my experience of Christopher Street in New York, except now in London and in colour. It wasn’t to be. Even what appeared to be a concentration of gay life was not dense enough to create its own public space, so I was getting either huge gaps between people or a crowd of very mixed people. I decided to abandon an exclusively gay subject and started concentrating on whatever caught my eye—migrants, people of colour, gay men, elderly people out and about on their own." - Sunil Gupta
This series recently resurfaced through Gupta’s process of archiving his past images, providing a catalogue of the Sloanes, New Romantic and pensioners who once roamed London's streets
300 years of bodies and corsets in their rhythmic manifestations: for a fashion semiotics
The article reflects on a research project analysing 300 years of the practice of constraining the feminine torso, aiming at presenting the theories supporting the investigation to expose how their intersection and articulation could become a method for analysing fash- ion objects. Stemming from the semiotics works concerned with the plastic of objects, mainly the theories proposed by Greimas and further developed by Floch and Oliveira, we present an address of Fashion beyond its visual dimension, exploring the manners in which the relations between the body and its dress are problems of discourse and narrative interactions, returning to Greimas’ Standard Semiotics and Landowski’s Socio-semiotics. The combination of theories presented in this piece was used to examine a corpus of feminine apparatuses utilised to re- shape a woman’s silhouette throughout history, from the 18th century to the present, such as corsets and crinolines, as well as various other types of shapewear, in combination with the analysis of supporting texts, such as Artworks, literary works, pieces of popular culture and advertisement. The work presents the steps of the investigation taking place between 2012 and 2014 – the selection of the corpus and its analysis – and the future developments stemming from that first exam, bringing about a reconstruction of the work and its results as a method- ologic proposition that can serve the analysis of sartorial objects but is equally pertinent to the analysis of any other manifestation that is subjected to rhythmic changes
Educational implications for university education through analysing learning outcomes, teaching-learning strategy and assessment strategy of universities of the United Kingdom- courses/programs related to life science
The purpose of this study is to analyse the specifications in the course/module descriptions in the field of biological science in UK universities and to examine its implications for the innovation of higher education. For supporting data, learning outcomes, teaching & learning strategies and assessment strategies in the course/module descriptions were closely analysed. In many UK universities, learning outcomes were presented according to four com-ponents of knowledge and understanding, cognitive (in-tellectual) skills, practical skills and transferable/key skills.In this research, total twelve teaching & learning strategies and thirteen assessment strategies were examined in the course/module descriptions related to life science of UK universities with TEF Gold. The mean number of teaching & learning strategies was 7.9. and as for the assessment strategies was 7.7. The results showed that UK universities use various teaching & learning and assessment strategies. Moreover, learning outcomes, teaching & learning and assess-ment strategies are consistently structured in the course/ programs in the field of biological sciences.The develop-ment of consistent and detailed specifications in the course/module descriptions such as learning outcomes, tea-ching & learning and assessment strategies would con-tribute to innovative higher education
Entropy and information in process art
The period of the late 1960s in American art is often characterized as containing tendencies that involve a shift in condition from, to use the critical terms current at the time, the material to the ›dematerialized‹, or from form to ›Anti Form‹. In the case of Process Art, the dispersal of the material that up to then would have constituted the solidity of the art object meant that the work was interpreted as approaching a condition of »thinness«, of relative immateriality, and, in its apparent condition as the mere residue of a process, as formless. These conditions can be attributed to an artistic concern with the phases of matter, which may be seen, in the direction of dissipation, in Robert Morris’s Steam, from 1967, or Robert Barry’s inert gas series, and, in the direction of solidification, in Richard Serra’s Splashing, from 1968, or in Robert Smithson’s interest in crystal formation. The shift in phase may be from a liquid to a gas, or from a liquid to a solid, but what seems to be important is the event or the process of the shift itself and how it entailed a change in sense of the traditional notions of material and form, and of their relation
Gothic gaming, queer mash-ups and 'Gone Home'
This chapter examines the celebrated exploration game Gone Home, a ‘walking simulator’ release in 2013, developed and published by The Fullbright Company. In this game players assume the role of a young woman, freshly returned from a year abroad, to find her new family home mysteriously deserted. Situating this game in the context of Gothic literature, videogame mashups and queer culture, I begin by detailing the extent to which videogames, like all modern media, has been influenced by Gothic. While rarely drawing explicitly upon pre-existing Gothic narratives, games have always featured spooky and unsettling environments, labyrinths and mazes, locked doors, secret rooms and narratives from the past which impact upon the present. Although lacking specific qualities of the Gothic mashup, videogames combine different ludic experiences, but also appropriate, simulate and remediate aspects of architecture, paintings, cinema and print media. In this respect, digital games resemble the patchwork narratives of much traditional Gothic literature. These hybrid qualities of the medium contribute to an observed queerness across videogame culture. In foregrounding non-linearity, heterogeneity, exploration, different experiences of embodiment, and playfulness, the digital game potentially concords with various aspects of queerness, also seen as an ambiguous quality of Gothic fiction. Gone Home is then explored as a means of illustrating overlaps between the videogame, the Gothic, the mashup and the potential queerness of ludic digital experiences. Like the literature before it, Gone Home uses the ghost story format as a means of telling hidden histories, raising silenced voice, and allowing the marginalised, oppressed and ostracised to speak their stories
Update: creative industries foresight 2030
A foresight report on Creative Industries in 2030 with a particular focus on Sustainability & Industry 4.0. The report fully updates the report published in 2020 based on developments in 2020-21. Research funded by Research England Strategic Priorities Fund