Puhlkari by Kira Bhumber. Photographer: Andrew Howell. Used with permission

Ground Works is a platform for exemplary arts-inclusive research projects and reflection on the processes that drive interdisciplinary collaboration.

Latest Collection

Creating Knowledge in Common

Editors: Shannon Criss, Kevin Hamilton, and Mary Pat McGuire

Universities and communities are partnering together to more fully support needs across society. Art and design practices engaged within these partnerships substantively deepen the impact of this collective work through expression, visualization, representation, and exhibition, converging multiple viewpoints into broader re-imaginings and tangible new creations with both rational and emotional force. This special collection shares stories of such partnerships and their extraordinary outcomes in areas including community health, community arts, placekeeping, climate adaptation design, food production and distribution, abolition, student learning and engagement and more.

November 2024 · 10.48807/2024.2.0002 · CC-BY-NC-ND

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Call for Proposals

General Call for Submissions

Rolling Submissions

Cripping Creativity & Play: Artist-Led Explorations of Disabled Art-Making

Submit by February 13, 2026

Special Issue: Cripping Creativity & Play: Artist-Led Explorations of Disabled Art-Making

Guest editor: Dr. Elizabeth McLain

Ground Works launches its Reco(r)ding CripTech online archive...

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Announcements

Ground Works Pilots CRediT-FAIR Framework for Non-Authorial Contributions
December 2, 2024

Ground Works staff has adapted the NISO (National Information Standards Organization) Contributor Roles Taxonomy, known as CRediT.

CRediT has gained traction in sc...

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Featured Articles

Machines That Dream

Benjamin David Robert Bogart

Watching and Dreaming is a body of work that enables the viewer to peer inside the “mind” of a machine to observe its perceptions, mind wanderings, and dreams. This is not a metaphorical representation of dreams, nor a technical exercise in AI such as DeepDream [1] but the realization of a computational model of dreaming informed by cognitive neuroscience. This level of description avoids biases towards Jungian and Freudian psychology that assume dreaming is exclusively human. Dreams should not be considered independently of the perceptual capacities of the dreamer, and thus comparing this model to human perceptual abilities is problematic. For the audience, these artworks function as entry-points to consider the constructed nature of perceptions and the continuity of waking, mind wandering, and dreaming. For the artist, the artworks are sites of knowledge-making; it is through the making of artistic works that the model (computational formalization) and theory (argument that situates the model in empirical knowledge) are developed. The research underlying these artworks integrates knowledge in multiple disciplinary dimensions: (a) The computational modeling of dreaming processes (Zhang 2009; Treur 2011), (b) generative and media artworks engaging with the concept of memory and dreaming (Franco 2007; Dörfelt 2011), and (c) the conception of dreaming as imagination (Nir and Tononi 2010). In this text, Watching and Dreaming (2001: A Space Odyssey) (2014) serves as an exemplar of the Watching and Dreaming body of work. The machine attempts to learn and predict Stanley Kubrick’s film 2001: A Space Odyssey through the construction of its own subjective perception that is the basis of dreaming. “Mental” images generated during perception, mind wandering, and dreaming are subjective constructions bound to the peculiarities of the machine’s way of seeing. The body of work constitutes various manifestations of the cognitive model, not attempts to communicate the model’s mechanisms.

October 2020 · 10.48807/2020.0043

Realm of the Dead: A Mixed-Media Installation Performance

Rogério Meireles Pinto

Realm of the Dead (“Realm”) is a mixed-media installation performance where the installation can also be given separately as an art exhibit. A blend of social work and arts research, Realm incorporates practice-led, engagement, and design research – visual and performance art practices actively involving both research collaborators and audiences. Grounded in social work research and content, Realm explores my life, the life of an immigrant to the United States who grew up in Brazil at the time of the military dictatorship (1964‒1985). Realm connects social work research content as it explores personal and social consequences of psychosocial issues: grief and loss, gender nonconformity, sexual orientation, and undocumented immigration status. Using critical autoethnography along with visual art and performance, in Realm, I aimed to: (1) excavate my life experiences through self-analysis; (2) develop text and artifacts (assemblage sculptures) representing those experiences, and (3) share the results as performances and art exhibits. Drawing on Popular Education – as advanced by Brazilian educator Paulo Freire (1921–1997) and by Augusto Boal (1932–2009), founder of the Theater of the Oppressed, Realm requires audience participation and fosters social transformation. Realm is based on Marília, a one-person play that was performed on Theater Row New York City where it won the United Solo Festival (2016) Best Documentary Script award. Realm represents the cemetery where Marília, my sister, who died in an accident at the age of three, was buried. Realm is my journey out of a childhood of poverty, sexual trauma, and domestic violence. Arriving undocumented in the United States in 1987, I ultimately built a life as a United States citizen and out, gender non-conforming gay “man.”

September 2022 · 10.48807/2022.0.0105 · CC-BY-NC-ND

Unfolding the Genome

Gupi Ranganathan, Aiden Lab, and Erez Lieberman Aiden

From 2009-2011, we worked together at the Broad Institute of MIT and Harvard (Broad Institute, n.d.), building on a study (Lieberman-Aiden & Van Berkum et al., 2009) that made it possible to explore how the human genome, the DNA contained in every cell of the body, folds in 3D. At the outset of our collaboration, our approaches seemed so different as to be, perhaps, incommensurable. The scientists used tools like mathematics, computer science, and molecular biology, whereas the artistic toolkit was focused on the construction of physical objects, with a defined shape, area, and volume. Yet over time, we came to realize that all of these tools were addressing the same goal: making invisible concepts manifest as an experience intelligible to the senses. From the beginning of the project, we worked together creating drawings. Over time, our interactions evolved to become free-flowing conversations while drawing, which became a way of seeing together. Our visual experimentations grew into a body of drawings, paintings, prints, mixed-media artworks, wood blocks, a dynamic video installation, and a suspended wire sculpture (Ranganathan, 2021), and helped advance the scientific community’s understanding of how the human genome folds.

November 2021 · 10.48807/2021.0086 · CC-BY-NC-ND

Featured Commentaries

Author commentary on Machines That Dream

A Reflection on 'Machines that Dream'

Benjamin David Robert Bogart

My aim is not merely to make use of knowledge in cognitive neuroscience, but to contribute through the generative capacity of artistic practice. However, the work remains in limbo, unpublished in disciplinary contexts and merely summarized in interdisciplinary journals.

November 2020 · 10.48807/2022.1.0001

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This dialogue developed over several months between guest editor Aaron Knochel and Leonardo Executive Editor Roger Malina regarding the special collection Vibrant Ecologies of Research. Key publications and projects are jumping-off points for this wide-ranging discussion.

August 2022 · 10.48807/2022.1.0010 · CC-BY-NC

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