Session 9: New Visions
and New Perspectives
Chair: Penny Kinnear
Visual Studies: An Evaluative Tool for the Images of Science
Bernadette
McCarthy
The National University of Ireland, Cork, Ireland
The objectivity and impartiality
of scientific images appear unquestionable. They convey information,
make elements of the world more “real”,
and operate in an evidentiary way offering a kind of proof. Given the
pervasiveness of images in the various science disciplines, a high level
of visual literacy has always been essential among its students and practitioners.
Training in the making and skilful interpretation of images is necessary.
In keeping with the supposed objectivity of the sciences, an impartial
professionalism is assumed in this context.
In this paper, I will challenge
the assumption that scientific images are free of political and social
influence. I will take scientific images ranging from cartography to
the biosciences, through visual examination, into the arena of the social
and political where value perception can shape reality. My enquiry into
their graphic composition will illustrate connection to unintended or,
sometimes, intended links with non-scientific meaning. It will focus
on the implications of these effects. Close study of this kind operates
to expose fault lines in claims of scientific truth. It will show how
Visual Studies’ methodologies can act as a kind
of counterweight, a framing evaluative tool for qualifying the claims
implicit in powerful scientific images.
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Mapping meanings on a picture book’:
a multi-modal, social semiotic view of children’s visual work
in an art gallery/school project
Sophia
Diamantopoulou
School of Culture, Language and Communication,
Institute of Education, University of London, United Kingdom
Children’s
drawings and graphic ensembles (drawings and texts) have been widely
used in the field of museum and art gallery education as indicators of
learning, as well as a means for evaluating and assessing the learning
provision that takes place in settings beyond the school.
This paper will
examine some of the children’s graphic ensembles
that emerged out of an arts and literacy project, not only as a significant
end-product of a creative partnership between a school and an art gallery;
it will further look at the various phases of children’s work as
instances of an on-going process of meaning making and transformation
of the resources made available to them in a particular context.
The visual
data for this presentation are drawn from an action research project
initiated by Tate Britain as part of their ‘Ideas Factory
project’. This is an arts and literacy programme delivered in partnership
with artists, writers and teachers. The research looked into the impact
of an ‘integrated approach’ towards the use of art works,
on children’s school literacy.
The framing of the programme’s
activities enabled the children to use image as the main resource for
representing the meanings they wanted to make about their story at different
stages of its production; from its conceptualization, to its drafting
and its final emergence as a picture book.
This presentation will examine
the production of the story books and their associated preliminary image
and written drafts, as a literacy events. These will be viewed through
the lens of ‘multi-literacies’ and
analysed through a multimodal social semiotic interpretative framework.
The
children’s graphic ensembles will be looked at in conjunction
with the written text, in terms of the following: the children’s
choices and emerging interests; the possibilities that image and writing
allow for; the transformations of the visual resources the children engage
with; as well as the resources the images draw from in order to be realised.
The
paper will argue that the children’s picture books are the
realisation of two different views on literacy that permeated the particular
framing of the programme of activities: the school one, which prioritized
the ‘word’ and was oriented to the notion of literacy as
writing a narrative, and the art gallery one, which fore- grounded the
image and a notion of literacy as visual. Both of these views are characterised
by the particular resources they make available to the children. It is
the combined effect of these views and the transformation of these resources
that is mapped on children’s graphic ensembles.
Education for Tomorrow: Youth Design
a Social Change Videogame
Farah
Malik
New York, USA
This paper presents an overview of the collaborative
project that resulted in a videogame and surrounding education and awareness
campaign- ICED! I Can End Deportation. ICED came about out of a collaborative
initiative coordinated by Breakthrough, a Human Rights education NGO
that uses visual media; various community based organizations; High School
teachers and more than a hundred students from across high schools and
after school programs in New York City.
Outlining the process and creation
of ICED**,
a youth-designed videogame focusing on real-life experiences of race
in the city, the paper gives insight into the development and design
of the game- starting with the need for and goals of the project, moving
to research aims and design and development, and then to describing focus
group, beta-testing and implementation and integrations phases.
Students
participated in skill building, design and conceptualization workshops
that allowed them to not only creatively explore and learn about issues
of racial justice, but also gave them an opportunity to be agents in
the active production of alternative media. Consequently, then, this
presentation also sheds light on the manner in which workshops allowed
student participants to:
-learn about the software skills necessary to make videogames and to
discover videogames as an avenue towards education for social change;
-discover new channels for expressing complex social issues;
-encounter real-life testimonies and narratives of racism and immigrant
struggles;
-partake in story-telling and representing the experience of minorities
in urban neighborhoods;
-help educate their peers on a critical and timely human rights issue;
-learn collaborative engagement towards media development.
Youth themselves
actively controlled the: creation of characters based on real-life youth
stories; the design of virtual city scenes based on their own experiences
in public space as well as with policing, and the story-boarding and
scripting process.
The paper proceeds to reflect on the lessons that emerged
from this creative process and offers recommendations for an effective
education campaign strategy that has a life beyond the classroom. A select
few of the hundred students involved in this project went on to form "marketing
consultant clubs" and have taken ownership over the 'distribution
and dissemination' of the videogame. A discussion is provided on how
through the use of the Internet, youth networking and media websites
like Myspace, Youtube and online partnerships with entities like Itunes
and the MTVthink website, an education campaign surrounding a videogame
or any visual media product can be effectively carried out.
** ICED! I Can
End Deportation is an online 3D Role Playing Game aimed at voting
age youth (High school and college age students). With it’s
street and graffiti style, ICED teaches the player about the current
U.S. policies around immigration that destroy families and violate
fundamental human rights. The game enables the player to inhabit
the precarious day-to-day experiences of an immigrant circumscribed
by the constant threat of detention, and more than likely, deportation. As
the player navigates the city, he or she must avoid constantly spawning
police officers (BOTS) and also make consequential decisions as well
as answer myth & fact quizzes about current race-related and
immigration policies in the U.S. If the player chooses incorrectly,
he/she increases his or her chances of being teleported into detention. Once
in detention, the player endures both physical separation from his/her
family and unjust conditions while awaiting, often for unknown amounts
of time, the random outcome of his/her case.
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