Mostrando entradas con la etiqueta virtual. Mostrar todas las entradas
Mostrando entradas con la etiqueta virtual. Mostrar todas las entradas

27 de agosto de 2021

*CFP* "DIALOGUE-SHARED EXPERIENCES ACROSS SPACE AND TIME: CROSS-LINGUISTIC AND CROSS-CULTURAL PRACTICES", 6TH ESTIDIA CONFERENCE

6th ESTIDIA Conference

Dialogue-shared Experiences across Space and Time: Cross-linguistic and Cross-cultural Practices

University of Alicante, Spain

15-17 June, 2022

 

From the Socratic dialogues to post-modern cyberchats, it is only in and through communicative interaction that we can understand the world, people, and how things are working around us (Bohm, 2004/1996, Rockwell 2003). By means of dialogue people are able to argue for their viewpoints, to come to terms with each other, to jointly solve problems, and to resolve conflicts (Pickering and Garrod 2021). Dialogue brings together women and men, young and old, people from the east and the west, from the north and the south. Through the creative synergy of shared thoughts, ideas, and experiences, we can travel anywhere in space and time. 

19 de abril de 2021

*CFP* "VIRTUAL WORLDS IN EARLY CINEMA: DEVICES, AESTHETICS AND AUDIENCES", 13TH INTERNATIONAL SEMINAR ON THE ORIGINS AND HISTORY OF CINEMA

13th International Seminar on the Origins and History of Cinema

Virtual worlds in early cinema: devices, aesthetics and audiences

Online edition, October 20th - 22nd 2021

Universitat de Girona & Museu del cinema

 

The seminar Virtual worlds in early cinema: devices, aesthetics and audiences comes from an obvious desire for articulating a clear relationship among cinema’s past and contemporary audiovisual’s present. The nodal point of the project is the concept of virtual worlds. As Pierre Lévy states, we assist nowadays before a “general movement of virtualization has begun to affect not only the fields of information and communication but also our physical presence and economic activities, as well as the collective framework of sensibility and the exercise of intelligence. The process of virtualization has even affected our modalities of being together, the constitution of a collective "we" in the form of virtual communities, virtual corporations, virtual democracy...”.

26 de marzo de 2021

*CFP* "GLOCAL STREET ART. PLACES, IDENTITIES, NARRATIVES", INTERNATIONAL SYMPOSIUM

"Glocal Street Art. Places, Identities, Narratives" International Symposium. The University of Rennes 2 (France) will hold the international symposium on February 24, 25 and 26, 2022. A special session for young scholars will take place on February 24. We invite proposals for paper presentations in English or French (duration: 20 minutes). No payment from the authors will be required.

Unauthorized works of art in the public space are often ephemeral and changing. The transience of such works is primarily the consequence of their underground nature, exposing them to be torn apart or removed by the legal owners of the space. The transient character of this art is also related to its exposure to passers-by and to harsh weather conditions, causing peeling and fading. While most works are created for a given location and can then be considered site-specific, their photographic images–spread widely on the Internet or social media by artists and aficionados–are off-site. This phenomenon has benefited from fast-developing virtual data storage (blogs, websites and social media) and the continuing evolution of camera technology in smartphones. It is certainly reinforced by the drive for conservation and the sense of heritage which both characterize contemporaneity, as Jean Michel Tobelem claimed when he noted that the growth of museums is a “major trait of our times”. Yet, the pictures of the works are not the works and that is even truer in the case of street art, which is characterized by its transient, fragile nature. The way pictures of street art are stored in new virtual museums is thus problematic. 

25 de marzo de 2021

*CFP* "NEW MEDIA, INTERACTIVE AUDIENCES, AND THE VIRTUAL. NEXT GENERATION NARRATIVES", SPECIAL ISSUE, JOURNAL OF THE NEW TECHNO HUMANITIES

This new journal targets at the creative aspect of the humanities still to be fully recognized in the established classification and methodology of disciplines. By embracing the practical extension of the latest scientific and technological methods, the journal aims to provide a forum for transdisciplinary discussion and in-depth analysis on the nature and development of humanities, as well as the latter's interface with other disciplines.

The journal welcomes contributions from the pragmatic and experimental approaches by employing new technological methodologies, such as computational methods, visualization, data archives, processing and interaction, or surveys. The journal also welcomes philosophical, hermeneutic, critical, rhetorical, and historical approaches to interpretations of scientific and technological phenomena, focusing on their ontologies, nature, histories, methodologies and prospect of development. New Techno Humanities will publish original research articles, review articles and book reviews on the topics including, but not limited to Methodology, Authorship attribution/ stylometry/ stylistics, Modelling, digital visualization, Digital cultural heritage, Digital cultural heritage, Data visualization, statistical analysis, big data, Semantic web technology, network theory, Translation studies with technological methods, Corpus analysis, and Textual analysis.

17 de marzo de 2021

*CFP* "NEW NARRATIVES, RACIALIZATION, GLOBAL CRISES, AND SOCIAL ENGAGEMENT", INTERACTIVE FILM AND MEDIA CONFERENCE 2021

IFM Conf 2021, Interactive Film and Media Conference 2021

New Narratives, Racialization, Global Crises, and Social Engagement

Ryerson University (Canada), The Glasgow School of Art (Scotland), University of Sao Paulo (Brazil), The University of Texas at Dallas (USA)

(virtual) August 5-7, 2021

 

This virtual edition of the Interactive Film and Media conference on ‘new narratives, racialization, global crises, and social engagement’ is dedicated to the development, analysis, and research processing of the digital experience that is transforming our contemporary world vision through the immense range of storytelling practices, including visual arts, cinema, digital/graphic/interactive narratives, virtual reality, games, etc. The purpose of this conference is to bring together researchers and practitioners working in diverse disciplinary areas to establish an interdisciplinary framework for research on contemporary narratives, including case studies of the multimodal narratives across media and cultures.

29 de enero de 2021

*CFP* "PUNK PASSAGES: PUNK, AGEING AND TIME", EDITED COLLECTION

Writers are invited to submit chapter proposals for an edited collection of work exploring ageing, time and temporality in the context of punk.

Initial academic consideration of punk posited it as a youth culture and the positioning of punk in relation to time and historical location is of course commonplace in scholarship. This can be seen outside of academia too, for example the ‘celebration’ of the 40th anniversary of punk and the associated events which took place highlight the way punk is often link with a particular time in our collective memory. Just as punk scholarship has endeavoured to deal with the notion of punk retaining significance in individuals’ lives ‘post-youth’, empirical work has built around how punk is remembered and represented. And yet...tensions, issues and gaps remain unaddressed.

Whilst a body of work concerned with punk and ageing has begun to be developed, this is still very much in its infancy. Indeed, work approaching punk and ageing which takes into consideration intersectionality (for example speaking to also how gender, ethnicity/race, sexuality, disability and/or class intersect with ageing) is extremely limited. Similar problems are found in scholarship focusing on how punk is remembered and represented – this might entail the ‘writing out’ or the minimising of particular participants’ involvement (Reddington 2006, Stewart 2019, Wiedlack 2015), for example, or the way punk historiography assumes whiteness as the taken-for-granted subject position in punk (Davila 2019). 

15 de septiembre de 2020

*CFP* "SCREEN BODIES SPECIAL ISSUE: BRAIN-COMPUTER INTERFACES", SPECIAL ISSUE OF BRAIN-COMPUTER INTERFACES

The field of brain-computer interfaces (BCI) has advanced rapidly over the last few years. From consumer friendly companies like OpenBCI and Emotiv, that make BCI technology and its vast applications available to the masses, to Elon Musk’s much publicized company Neuralink, brain-computer interfaces are on the precipice of revolutionizing every aspect of our lives. Without question, brain-computer interfaces will attain cultural saturation in the near future.

This special issue of Screen Bodies is devoted to examining the numerous vital questions raised by the flourishing of brain-computer interfaces. We welcome contributions from those in all relevant fields, from neuroscientists to artists to biohackers and beyond. 

24 de julio de 2020

*CFP* "PHENOMENOLOGY AND VIRTUALITY", INDO-PACIFIC JOURNAL OF PHENOMENOLOGY

Our age is typified by technology (Kroes & Meijers, 2016: 12), but it is the question of the virtual that has particularly come to the forefront after the turn of the century. The contemporary era of emergent digital technologies has seen the multiplication of virtual spaces – our civilizations are indeed steeped in the virtual – which has resulted in complex changes to the dimensions of our existence and experience. While thinkers such as Baudrillard (in Simulacra and Simulation (1981)) emphasize a dichotomous relationship between reality and virtual reality, the enmeshed character of modern individuals within emergent virtual spaces may call into question the continuing relevance of such oppositions.

The term virtuality (a conflation of the words reality and virtual) may present a challenge to dichotomous views on reality and the virtual. Virtuality does not merely refer to virtual reality, but rather – in a broader sense – circumscribes the many virtual spaces that arise from modern digital technologies within the life-world of the individual. Virtuality denotes not merely those ‘obvious’ virtual spaces that one engages with via so-called VR headsets and goggles, but rather the multitudinous forms of the virtual that already find their occurrence through social media networking sites and data transfer technologies, through instant communication (words spoken or written by one person and sent to another), through cell phones and TV screens, through advertising (targeted or otherwise), and by means of geographical guidance via GPS systems. The modern individual is immersed within virtuality, and we are living in a world of technological appearances wherein making sense of virtuality is becoming increasingly pressing.

12 de mayo de 2020

*CFP* "USING POPULAR CULTURE IN ONLINE AND EMERGENCY REMOTE TEACHING", THE SECOND ANNUAL POPULAR CULTURE AND PEDAGOGY: TWITTER CONFERENCE

July 15th, 2020


A part of effective teaching is learning from our peers. The goal of The Popular Culture and Pedagogy Conference is to share successes as well as potential teaching practices for other scholars and educators to borrow and learn from while creating a space where we can share feedback, and reflection on how we can employ popular culture in the classroom. Originally we planned for #POPC2 to be in the fall but the accelerated timeline of this conference came about as many of us are unsure if we will be teaching online or in-person next semester.  This allows for an exchange of ideas after our emergency remote teaching ends and before (or during) our planning for the next semester.  

10 de febrero de 2020

*CFP* 6TH INTERNATIONAL CONFERENCE ON HUMAN ASPECTS OF IT FOR THE AGED POPULATION (ITAP 2020)

21-24 de julio de 2020
AC Bella Sky Hotel and Bella Center, Copenhagen, Denmark

The ITAP conference addresses the design, adaptation and use of IT technologies targeted to older people in order to counterbalance ability changes due to age, support cognitive, physical and social activities, and maintain independent living and quality of life.

I organize the parallel session entitled Digital Gaming among older populations for which you are cordially invited to consider submitting a paper in the context of the 6th International Conference on Human Aspects of IT for the Aged Population (ITAP 2020), affiliated to HCI International 2020, to be held in Copenhagen, Denmark 21-24 July 2020.

The related topics include, but are not limited to:

15 de enero de 2020

*CFP* "MULTIMEDIA ALTERNATE REALITIES: ENABLING TECHNOLOGIES, MEDIATED INTERACTIONS AND EXPERIENCES", SPECIAL ISSUE, SPRINGER, MULTIMEDIA TOOLS AND APPLICATIONS JOURNAL


Springer, Multimedia Tools and Applications (MTAP) international journal. Novel multimedia technologies enable us to experience other realities, to live other people's stories, or to interact in remote scenarios. Different spaces, times, situations or contexts can be entered thanks to multimedia contents and systems, which coexist with our current reality, and are sometimes so vivid and engaging that we feel we are immersed in them. These experiences may feel like an alternate reality.

Recent advancements in multimedia and related technologies together with increased computational capabilities facilitate the creation of hypermedia content with higher quality using multiple sensory channels, including audio, visual, haptic, olfactory, and taste.

Following three inspiring editions of the Multimedia Alternate Realities workshop at the ACM Multimedia conference, this MTAP Special Issue brings new opportunities to share ideas and results. Research contributions may explore how the synergy between multimedia technologies and its perceptual/cognitive effects can foster the creation of alternate realities and make their access an enriching and valuable experience. This call is open for everyone working on the broader theme of Alternate Multimedia realities, including previous workshop participants as well as new contributors. In line with this conceptual theme, we seek contributions that present multimedia technologies, methods and evaluation approaches from the perspective of "enabling other realities". 

29 de noviembre de 2019

*CFP* 6TH INTERNATIONAL CONFERENCE ON HUMAN ASPECTS OF IT FOR THE AGED POPULATION (ITAP 2020)

21-24 de julio de 2020
AC Bella Sky Hotel and Bella Center, Copenhagen, Denmark

The ITAP conference addresses the design, adaptation and use of IT technologies targeted to older people in order to counterbalance ability changes due to age, support cognitive, physical and social activities, and maintain independent living and quality of life.

I organize the parallel session entitled Digital Gaming among older populations for which you are cordially invited to consider submitting a paper in the context of the 6th International Conference on Human Aspects of IT for the Aged Population (ITAP 2020), affiliated to HCI International 2020, to be held in Copenhagen, Denmark 21-24 July 2020.

The related topics include, but are not limited to:

18 de octubre de 2019

*CFP* CALL FOR CONTRIBUTIONS, FORUM SECTION, PORN STUDIES JOURNAL


Our Forum section is a space for pieces that are shorter than the usual academic article, usually somewhere between 1,500 and 3,000 words, and they can take a variety of forms, including short articles, reports, interviews, commentaries and roundtable discussions. Forum pieces are peer reviewed. Previous Forum topics have included porn panics and public health; Ireland, porn and sex education; feminist porn; fashion and porn; porn and music; porn in the classroom, and surveillance and porn.

We are currently seeking Forum contributions on the following topics: 

Pornography and Virtual and Augmented Realities

  • hardware, design, techniques and aesthetics of VR/AR porn 
  • the possibilities and limitations of porn technology 
  • histories and theories of media immersion and and interactivity 
  • issues of realism, affect and space 
  • new performers, producers, studios 
  • the implications of VR and AR for audience studies 
  • reporting on VR and AR and predictions about ‘the future of sex’

7 de octubre de 2019

*CFP* 6TH INTERNATIONAL CONFERENCE ON HUMAN ASPECTS OF IT FOR THE AGED POPULATION (ITAP 2020)


21-24 de julio de 2020
AC Bella Sky Hotel and Bella Center, Copenhagen, Denmark

The ITAP conference addresses the design, adaptation and use of IT technologies targeted to older people in order to counterbalance ability changes due to age, support cognitive, physical and social activities, and maintain independent living and quality of life.

I organize the parallel session entitled Digital Gaming among older populations for which you are cordially invited to consider submitting a paper in the context of the 6th International Conference on Human Aspects of IT for the Aged Population (ITAP 2020), affiliated to HCI International 2020, to be held in Copenhagen, Denmark 21-24 July 2020.

The related topics include, but are not limited to: