From: Craig Segal <craigsegaldesign@OUTLOOK.COM>
Date: Tue, 1 Mar 2022 14:22:29 +0000
For distributing as relevant – “The Screen - Surface, Site and Space” is part of a collaboration with Queens University Belfast, Cape Peninsula University of Technology Faculty of Informatics and Design and Intellect Books. THE SCREEN AS SURFACE, SITE AND SPACE Dates: 01-03 December 2022 Abstracts: 01 July 2022 (Round 1) - 05 October 2022 (Round 2) Virtual - National University of Singapore https://amps-research.com/visioning-nus/ CALL: Screen-based devices have become an inexorable part of our everyday lives. They include (but are not limited to) apparatuses for cinematic entertainment, imaging, surveillance, social networking, creative expression, documentation, 3D modelling, real-time collaborations, and hosting immersive environments. They exist in many forms and sizes, from touchscreens on compact smart devices to building facades and infrastructure that serve as the canvas for massive media architecture projections in urban environments. Electronic visual displays proliferate in most industries: art and design, healthcare, IT, research and development. At the height of the COVID-19 global pandemic, screens acquired greater relevance, as the ‘window’ to online interactions, offering solace and immediacy remotely across geographical distances and time zones. With the screen serving as the subject of discourse, we probe into its earliest developments informed by proto-cinematic forms of entertainment. One can trace the mechanisation of vision in the late nineteenth century that gave rise to a cinema of attractions and new technologies of seeing, in photography, actualité films, and opaque projections. Merging cinematic immersion with the haptic virtues of the screen, multi-screen artworks and interactive installations imbue new media with an environmental dimension, privileging a more mobile and embodied form of spectatorship. Meanwhile, the digital age introduced an unprecedented range of virtualities, expanding the lexicon of extended realities to encompass augmented reality, mixed reality and virtual worlds – with varying degrees of interactivity but all of which are mediated through LCD screens and head-mounted displays. What is evident when exploring these optical histories is the primacy of space for the structuring of experience, and how spatial ontology is continuously redefined by milestones in screen technology development. By reflecting on historical precedents, how might this further enrich our understanding of the materiality of screen as media? FORMAT HIGHLIGHT: Pre-recorded presentations and short films welcome. Films and videos to be hosted on the AMPS Academic YouTube Channel Book publications with Intellect Books. Journal Special Issue with UCL Press. https://amps-research.com/visioning-nus/ ######################################################################## To unsubscribe from the DASH list, click the following link: https://www.jiscmail.ac.uk/cgi-bin/WA-JISC.exe?SUBED1=DASH&A=1 This message was issued to members of www.jiscmail.ac.uk/DASH, a mailing list hosted by www.jiscmail.ac.uk, terms & conditions are available at https://www.jiscmail.ac.uk/policyandsecurity/
From: Peter Volkov <volkovpr@OUTLOOK.COM>
Date: Mon, 21 Mar 2022 14:12:04 +0000
I’m passing on this final call from the University of Kent. Please share (IN)TANGIBLE HERITAGE(S) - A conference on art, design, culture and technology – past, present, and future Place: Canterbury, UK / Virtual. Organisers: University of Kent Dates: 15-17 June 2022 Abstracts: 30 March 2022 (Final) https://architecturemps.com/canterbury-2022/ Call outline: The buildings, towns and cities we inhabit are physical entities created in the past, experienced in the present, and projected to inform the future. The same can be said of the artefacts we use daily: designed furniture in the home, the mobile devices in our hands, the vehicles we see on our streets… However, each of these places, buildings and products had, at their inception, social and cultural roles beyond their ‘object’ status. They continue to have them today. What we understand an object to be then, is a complex question of material, digital and social import, and an intricate play of the tangible and intangible identities. Increasingly, it is also a question of hybrid experiences and overlaid histories. This complexity is even more pronounced in the case of digital artefacts and experiences such as computational design, VR simulations of ancient buildings, mobile apps, digital photography or virtual exhibitions. Intangible at the very moment of their inception, such designed artifacts not only blur the difference between the object and experience, but, increasingly, the past and the present. This conference addresses the range of issues connected to this scenario from various discipline standpoints. - Themes: Art Practice | Digital Art | Digital Design | Urban imaginaries | Heritage | Technology | Society and Culture | Architecture | Partners: University of Kent, Kent School of Architecture and Planning; Centre for Heritage at Kent; the Digital Architecture Research Centre, Intellect Books, Amps, UCL Press https://architecturemps.com/canterbury-2022/ ######################################################################## To unsubscribe from the DASH list, click the following link: https://www.jiscmail.ac.uk/cgi-bin/WA-JISC.exe?SUBED1=DASH&A=1 This message was issued to members of www.jiscmail.ac.uk/DASH, a mailing list hosted by www.jiscmail.ac.uk, terms & conditions are available at https://www.jiscmail.ac.uk/policyandsecurity/