‘Re-Enacting Icons: Self-Portraiture and Selfies’: Prof. Gabriella Giannachi on her current research at the University of Exeter

Lynn Hershman Leeson, Roberta Breitmore, 1974-1978. External Transformations: Roberta’s Construction Chart, No. 1, Dye transfer print, 40″ x 30″, 1975. Courtesy of the artist. How has the rendering of the concept of the ‘self’ in art changed from the early 1400s to the digital present? To explore self-representation in self-portraiture, a number of paintings, photographs, […]

‘Re-/Un-working Tragedy: Perspectives from the Global South’: Ekin Bodur on her upcoming Re- Network conference

But how does recognisable repetition operate as a unique kind of site for invention, and for speech? And how might we see a Global South engagement with the tragic canon as a de-stabilizing gesture – an un-working, rather than a re-working?

‘Why the current surge in Live Action Role Play?’ Lucy Jolin interviews Clare Foster for CAM magazine

Lucy Jolin interviewed Re- Network founder Clare Foster about the popularity of social forms of re-enactment for the latest issue of CAM magazine. CRASSH reports on it here. “Emily Zhang is loitering with intent in Grantchester Meadows. She is on a mission: to overthrow a mysterious artificial intelligence that has been terrifying her people. Eventually, […]

Why Thinking about the Tacit is Key in a Digital Age: by Satinder Gill

What do we mean when we say ‘we can’t see the wood for the trees’? The expression marks the fact there are always different levels of potential awareness when we look at what is in front of us. For Polanyi, who coined the expression ‘tacit knowing’ or ‘tacit knowledge’ in his seminal work ‘The Tacit Dimension’ (1966), these multiple levels are a form of tacit knowing, a comprehensive entity. Knowledge for Polanyi is above all personal: an embodied act, and always mediated.

AN-ICON. AN-ICONOLOGY: HISTORY, THEORY, AND PRACTICES OF ENVIRONMENTAL IMAGES. Prof. Dr. Andrea Pinotti (University of Milan) on his 2018 ERC Advanced Grant

Recent developments in image-making techniques have resulted in a drastic blurring of the threshold between the world of the image and the real world. Immersive and interactive virtual environments (VEs) have enabled the production of pictures that elicit an unprecedented reality effect, creating in the perceiver a strong feeling of ‘being there’, namely of being incorporated into a quasi-real world. In doing so, they conceal their material mediateness (by simulating immediateness), their separateness (by aiming at unframedness), and their referentiality (by emphasizing presentness), paradoxically challenging their status as images, i.e. as icons: they are veritable ‘an-icons’.