Apr 29, 2008
11th Annual International Workshop on Presence
October 16-18, 2008
Second Call for Papers
Submission deadline (extended): May 23, 2008
Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work
for presentation at the 11th Annual International Workshop on Presence, to be held in Padova, Italy, on
October 16-18, 2008.
psychological state or subjective perception in which a person fails to accurately and completely
acknowledge the role of technology in an experience. It is a rich, fascinating subject of scientific
investigation, artistic exploration and diverse application, with increasingly important implications for the ways
in which people interact and technologies are developed. Designing technologies and imagining practices to
modify, prolong and reconfigure the possibilities of being present has been a continuous endeavor of the
human species, from early attempts at constructing communication and transportation devices, to the many
current technologies we continue to develop to reach other places and people. Originally focused on bringing
“presence” from the real world to a simulated one, the phenomenon is today analyzed and investigated in the
context of diverse environments and involves questioning simple distinctions between “‘real” and “artificial”.
This opening to a wide range of mediated environments is accompanied by a growing involvement of
different research fields that are continuously updating and modifying the contours of presence scholarship.
The phenomenon of presence is challenging from a scientific point of view as much as it is viable in
everyday life, where people participate in simultaneous mediated experiences, feeling present or co-present
in digital locations without any need for explicit instructions and orchestrating technical and cognitive
resources to control and enhance presence. What it means to be present in mediated environments is then
an extremely relevant and enticing question, bearing all sorts of implications for the design and application of
Dec 08, 2007
Nov 17, 2007
Call for Papers - Consciousness Reframed is an international research conference that was first convened in 1997, and is now in its 9th incarnation. It is a forum for transdisciplinary inquiry into art, science, technology and consciousness, drawing upon the expertise and insights of artists, architects, performers, musicians, writers, scientists, and scholars, usually from at least 20 countries. Recent past conferences were convened in Beijing and Perth, Western Australia. This year, the conference will be held on the main campus of the University of Applied Arts Vienna, Austria. The conference will include researchers associated with the Planetary Collegium, which has its CAiiA- hub at Plymouth and nodes at the Nuova Accademia di Belle Arte, Milan, and the Zurcher Hochschule der Kunste, Zurich.
Call for Papers: New Realities: Being Syncretic - We cordially invite submissions from artists, theorists and researchers engaged in exploring the most urgent issues in the realm of hybrid inquiries into the fields of art, science, technology and society through theory and practice alike. We specifically encourage submissions that re-frame the concept of innovation in its relationship to progress and change within the context of perception and its transformation.
The Conference will be accompanied by a Book of Abstracts and the Conference Proceedings including full papers and a DVD, due to be released autumn 2008 by the renowned scientific publisher SpringerWienNewYork.
Aug 06, 2007
6 September 2007
Cross-sector seminar/workshop to generate new ideas for products, services and collaborations in the interactive arena
2pm - 5.30pm followed by drinks| Venue: Watershed, Bristol |
From alternative reality games to located mediascapes, the internet offers a wealth of opportunity for collaboration around gaming and interactive experiences, and with its blend of digital creatives and highly skilled computer programmers, Bristol should be in a unique position to ride and exploit this wave.
Recent research commissioned by South West Screen highlights the significant number of SMEs working in disciplines like animation, education, interactive media and post-production who are already supporting the games industry. How do we network these producers and create opportunities to engage with emerging disciplines such as mobile gaming, pervasive media and serious games?
Showcasing a diverse array of Bristol based talent, this afternoon seminar/workshop will bring together experts and professionals from a mix of disciplines to explore innovation, content distribution and opportunities for collaboration in gaming and virtual worlds.
Jun 24, 2007
Via Usability News
A 2-day event is being organised by the Social Informatics Research Unit (SIRU), Department of Sociology, University of York in collaboration with the Taylor and Francis Journal Information, Communication & Society (iCS) and the ESRC e-Society Programme.
Keynote speakers include Andrew Keen (author of 'The Cult of the Amateur') and Charles Leadbeater.
The conference will cover the full range of Web 2.0 resources that fall into the categories that include wikis, folksonomies, mashups and, especially, Social Networking Sites (SNS). So if you are involved in social scientific or cultural research on Myspace, Facebook, Bebo, YouTube, Flikr, Second Life, Del.icio.us or other similar applications then please consider coming along.
The aim of the event will be to develop critical, theoretical and empirically informed accounts of Web 2.0 not just as a business model but as a complex, ambivalent and dynamic phenomena laden with tensions and of increasing social and cultural significance. The event is intended to provide opportunities for those working on a social science of Web 2.0 to discuss their ideas and to begin to work through the processes and possible consequences of its rhetoric of ‘social participation’, ‘communal intelligence’, and ‘collaborative cultures’.
• How can social science deal with Web 2.0?
• How can Web 2.0 applications be used as research tools?
• How can we conceptualise the heterogeneous spaces of Web 2.0?
• What terminology can we find to account for Web 2.0, should we even be labelling it as such?
• How can the fast and ephemeral cultures of Web 2.0 be captured by the rather slower processes of academia and the policy process?
• Does Web 2.0 allow for methodological innovation?
• What are the implications of Web 2.0 for welfare and citizenship?
• What are the implications for privacy and surveillance?
• What are the consequences for localities, senses of belonging, and everyday connections?
• What linkages can be made between Web 2.0 and other social and cultural shifts of recent times?
• How will the inclusion of GPS and other technologies shape social behaviour?
May 09, 2007
MIT's media lab is hosting a one day conference Humans 2.0: New Minds, New Bodies, New Identities on May 9.
From the event's website:
Doors open: 7:45 am
Program Start: 8:30 am
First Morning Session:
Deb Roy: "Memory Augmentation: Extending our Sense of Self"
Rosalind W. Picard: "Technology-Sense and People-Sensibility"
Cynthia Breazeal, "The Next Best Thing to Being There. Increasing the Emotional Bandwidth of Mediated Communication Using Robotic Avatars"
Second Morning Session:
Ed Boyden: "Engineering the Brain: Towards Systematic Cures for Neural Disorders"
Douglas H. Smith: "The Brain is the Client: Designing a Back Door into the Nervous System"
John Donoghue, "New Successes in Direct Brain/Neural Interface Design"
"Solutions: A Conversation between John Hockenberry and Michael Graves"
Joseph Paradiso, "Digital Omniscience: Extending the Reach of the Body with Advanced Sensor Networks"
Panel Discussion: Hugh Herr, Aimee Mullins, Michael Chorost
William J. Mitchell, "Adaptability Writ Large: Smart Cities/Smarter Vehicles"
Hugh Herr, "New Horizons in Orthotics and Prosthetics: Merging Bodies and Machines"
Tod Machover, "Enabling Expression: Music as Ultimate Human Interface"
Program End: 4:30 pm
Apr 15, 2007
Center for Global Studies (Academy of Sciences and Charles University), International Centre for Art and New Technologies (CIANT) and Prague Biennale 3 invite you to send proposals for Glocal & Outsiders, the conference on the interplay between art, culture and technology and issues of globalization and international cooperation (part of the Prague Biennale 3): Prague, July 13-14, 2007.
Read full post on NP
Feb 19, 2007
I4: Interactivity / Information / Interfaces / Immersion: International Research Conference, J W Goethe University, Institute of Cultural Anthropology and European Ethnology: Organized by the Research Network for Media Anthropology / FAME, Frankfurt: October 24-26, 2007.
Even before the emergence of social software, web logs and wikis, it was clear that digital communication technologies are, in essence, complex social software programs with the power to change people's perception, the way people experience their environment, their ability to abstract, their rules of trust, and much more besides. Whereas the 1980s and 1990s were marked by "quasi-social" connections between people that occurred en passant, by strategies of urban artistic "repurposing" (Digital Amsterdam), by a conspiracy of Internet-using consumers, and by a user-based cyber society, the situation has now changed fundamentally.
There has been a shift from technology-driven systems to media-driven systems and then to user/project-generated content. As the empiricism of the artificial becomes a global given, social, cultural, economic and political frames of reference are shifting. Countless new and unparalleled means of modeling social factors are emerging within a mesh of agencies around the world. Digital natives - those who have grown up with computer and internet applications - have spawned a societal and cultural paradigm shift. Societal and cultural geography is being extended by a global scenography of cultural artifacts. However, this raises important issues concerning the logic of the continuity of interaction, of a reliable and sustained presence, of adaptive learning and abstraction - issues that have become social markers in the programming, utilization, and onward development of applications, platforms and environments.
Increasingly, today's designs and programs for digital worlds face the challenge of delivering complex, multisensory, transcultural, and global interaction capabilities in a robust technology-based environment. The changes are creating a need for the explicit modeling of human collaboration and cultural interaction which, increasingly, is causing software production to move out of the high-tech niche of computer science and media design into the realm of cultural and social anthropology. At the same time, there is a growing need to know more about the logic of construction (v. Glaserfeld) of culture and to be able to apply that knowledge. The need for explicit and programmable cultural concepts is moving closer to the science of the artificial as proposed by Herbert A. Simon and echoes Norbert Elias's call for the scientific presentation of a developmental theory of abstraction.
Clearly, it would be wrong to assume that explicit, programmed models for collaboration, the creation of cultures, abstraction and artificial environments can eradicate the complexities of chance relationships, interaction, imagination, fiction, routine, or forgetfulness. Nonetheless, the possibilities they offer will be changed fundamentally by the emergence of programmed worlds and environments. All over the globe, artificial cybernetic spaces are something now taken for granted. Computer technology is designed to be ubiquitous, and the direct control of computers by means of brain waves is supplanting control by means of a pointing device or the human eye. Presence and telepresence, key concepts in earlier research, are receding into the background with the advent of computer technologies which can be inserted under the skin, into clothing, and into the eyes and ears or can generate realities in their own right without which the frames of reference of today's and tomorrow's realities will become meaningless. Ten years ago, S. Jones asked, "Where are we when we are online?" and J. Meyrowitz noted "being elsewhere." Electronic games, e-sports, and around a billion people working in countless local area networks all exist in a vireality (M. Klein). What are the living, communication and working circumstances in these virealities? How should virtual spaces be designed in order to provide sufficiently complex environments for perception, design, decision-making, routine, trust, etc.?
The > I4
We assume that all human sensory and mental capabilities and the ability to abstract, conceive and implement things are, and have been, involved in the development of human ability to use media.
The concept of media encompasses perception, abstraction, storage, rules for the retention of information - of texts and holytexts, the great sagas, manifestations of cultural memory - and progression beyond existing knowledge paradigms. It is impossible to determine how perception and interaction will impact on media, either qualitatively or quantitatively. If the notion of a uniting organization is seen as a selection method or principle, the weight of these ideas becomes clear. They show that every form of interactive reciprocity is a selector and that the uniting force of interactivity lies in the definition of selection, distribution and retention criteria. This applies to methods of hearing, reading, writing, tasting, thinking, making music, and much more besides.
Increasingly, we expect and demand more from media - more information, more breadth of choice, more freedom of choice, more world, more closeness, more entertainment, more biography, more community: We want media to address us, entertain us, inform us. This is about more than consuming media. Our sense of reality has long since been subsumed into a sense of media; our sense of reality is embodied in our sense of media. We take the world presented through media seriously, we recognize the reality of information; we trust the information and the rules that make it credible.
The conference will be devoted to questions surrounding digital environments and the technology-based generation of cultural patterns in four areas: Interactivity / Information / Interfaces / Immersion.
We invite submissions which explore these issues and offer answers to such questions as:
What connections can we currently identify between software development and cultural evolution? What significance can be attached to co-evolutionary processes in perception, abstraction, forms of virtualization, digital technologies and communication capabilities? What kinds of virtual spaces are developing? How are digital communication spaces influencing urbanization processes and the architecture of buildings? What significance does game software have in creating new social and cultural contexts? What kinds of cooperative and collaborative processes are developing? What are the defining properties of an explicit model of social constructs in a technology-based media environment? How are means of digital communication influencing children's and adults' living spaces and interior architecture? How can a transition from the idiocy of the masses and the knowledge of the crowd into a knowledge-generating virtual community be explained? Can we see signs of an emerging virtual civilization? How will network-integrated community building be important in the future? How are learning and the structure and legitimation of knowledge changing?
Please submit ideas for topics and papers (500 words max.) by March 31, 2007
Initiators and contacts:
Prof. Manfred Faßler
FAME - Frankfurt/ Research Network for Media Anthropology, Institute of Cultural Anthropology and European Ethnology J W. Goethe University fasslermanfred[at]aol.com
Dr. Mark Mattingley-Scott
Institute of Cultural Anthropology and European Ethnology
J W. Goethe University
Jan 07, 2007
Re-blogged from Networked Performance
The relationship between the body and electronic technology, extensively theorized through the 1980s and 1990s, has reached a new technosensual comfort zone in the early twenty-first century. In Sensorium, contemporary artists and writers explore the implications of the techno-human interface. Ten artists, chosen by an international team of curators, offer their own edgy investigations of embodied technology and the technologized body. These range from Matthieu Briand's experiment in "controlled schizophrenia" and Janet Cardiff and Georges Bures Miller's uneasy psychological soundscapes to Bruce Nauman's uncanny night visions and François Roche's destabilized architecture. The art in Sensorium--which accompanies an exhibition at the MIT List Visual Arts Center--captures the aesthetic attitude of this hybrid moment, when modernist segmentation of the senses is giving way to dramatic multisensory mixes or transpositions. Artwork by each artist appears with an analytical essay by a curator, all of it prefaced by an anchoring essay on "The Mediated Sensorium" by Caroline Jones.
In the second half of Sensorium, scholars, scientists, and writers contribute entries to an "Abecedarius of the New Sensorium." These short, playful pieces include Bruno Latour on "Air," Barbara Maria Stafford on "Hedonics," Michel Foucault (from a little-known 1966 radio lecture) on the "Utopian Body," Donna Haraway on "Compoundings," and Neal Stephenson on the "Viral." Sensorium is both forensic and diagnostic, viewing the culture of the technologized body from the inside, by means of contemporary artists' provocations, and from a distance, in essays that situate it historically and intellectually.
Copublished with The MIT List Visual Arts Center
Dec 18, 2006
Re-blogged from Networked Performance
Social Technologies Summit - register before end of december Special Advance Booking Rate *Available till 31 December* £25 (Normally £45) The Delegate Pass gives you access to all Futuresonic seminars and talks, the Social Technologies Summit, and entrance to Futuresonic Live events over the festival weekend. See here for details. A part of Futuresonic 2007
SOCIAL TECHNOLOGIES SUMMIT: The main conference strand of the Futuresonic festival, the Social Technologies Summit, is a major international conference exploring the creative and social potential of new technologies, bringing together leading figures to explore "a whole new way of doing things in the air".
The Social Technologies Summit promotes technology as social practice, and explores the social impact of technologies, in particular a new generation of network technologies that are increasingly embedded in the social sphere. It looks at how people collaborate to make or use technology, at the way in which certain technologies can create an extension of social space or support group interaction, and asks how we can make technology more social.
In 2007 a focus of the Social Technologies Summit is ENVIRONMENT 2.0, a new international initiative in which two worlds collide:
o The world is waking up to realities of climate change, long predicted but until now too easy to ignore.
o The world is in love with smart environments, mobile communication, pervasive media, wearable computing.
Can these two approaches to environment, each one iconic for our times, be reconciled?
The Social Technologies Summit will host a network meeting for ENVIRONMENT 2.0, and present the findings of a pioneering study of the carbon footprint of the Futuresonic festival, undertaken in collaboration with Creative Concern and Tyndall Centre for Climate Change Research.
A linked focus is FREE-MEDIA. Free-media is about finding inspiration and resources in our built and natural environment that were previously dismissed as being without value or irrelevant. It doesn't cost much because it makes use of public domain Free and Open Source Software, and recycles freely available old equipment, waste materials and junk (FOSS). Free-media increases access to media technologies, especially to the people who need it most and can afford it the least, and lowers environmental impact of the media we produce and consume.
THE MAP DESIGNERS
The 2007 Summit will also play host to THE MAP DESIGNERS, an event drawing together map hackers, artists, cartographers, DIY technologists, architects, game programmers, bloggers and semantic web philosophers. Presented by the British Cartographic Society, the event will focus upon the interface between cartography and cutting edge design.
As the main conference strand of the Futuresonic festival, the Social Technologies Summit will also host discussions of the festival's artistic themes. In 2007 this will involve a conference strand supporting Futurevisual, a city wide celebration of future image and sound. It will mark the 40th anniversary of the first multimedia events of the kind that we would understand today, which took place in the halcyon year of 1967, the year that also saw the first crossover between avant garde and popular music, and the introduction of the Moog synthesiser. The conference will feature seminal figures from the period, alongside contemporary artists who can connect with the energy and openness of 1967, and bring it bang up to date.
Futuresonic, the urban festival of electronic arts and music, is moving from July to May, back to the Spring date it occupied in 2004. Futuresonic 2007 will feature profile music events in Futuresonic Live, and art and technology events in Urban Play, a strand of the festival introduced in 2006 that has since been mirrored in other events in the UK and Europe.
Advance Booking Rate
£25 (Normally £45)
Reserve your discounted Delegate Pass before December 31st 2006 and
make payment by January 31st 2007
The Delegate Pass gives you access to all Futuresonic seminars and talks, the Social Technologies Summit, and entrance to Futuresonic Live events over the festival weekend. You must reserve your discounted Delegate Pass before December 31st 2006 and make payment by January 31st 2007. To reserve email tickets2007[at]futuresonic.com stating your name, address and contact details. You will be sent purchasing information from the festival box office by January 8th 2007.
Dec 15, 2006
Via Usability News
CREATE 2007 is the first joint conference between Human-Computer Interaction Specialist Groups of the Ergonomics Society and British Computing Society HCI Group – on creative invention in HCI.
CREATE 2007 is a 2-day conference about creating innovative interactions, whether digital consumer products, interactive services or interaction paradigms. A conference where the emphasis is not on presenting technology or evaluation, but to share the wealth of creative ideas we have developed to resolve problems, to create new capabilities, or new functions; where the aim is to spawn further creative designs that can make a difference to people. In keeping with this theme, we invite people to bring:
- Their experiences – designs, both successes and failures, that have pushed the boundaries of interaction
- Their approaches – principles and methods that have delivered new, people-centred ideas and products.
CREATE 2007 will present cases of innovative interactions and visualisations, and discussions of how we innovate and the role of user-centred design in the innovation process, in a workshop format allowing us to debate the ways in which new designs come about and how novel but usable interactions can be developed.
We invite cases studies of innovative design from the commercial, public, government and research sectors. Cases can come from any paradigm – the web, mobile and hand held, consumer electronics. Outline the problems, the capabilities, or new functions that were being addressed, and then describe the solutions you or your team created to resolve it.
IMPORTANT: Include photos, screen shots, or sketches, and tell us how and why it did or did not work. We also welcome theoretical and research perspectives on how we innovate.
Initial submissions should be no more than 2-pages long. Accepted papers can be either short papers 2-pages long, or be extended to long papers of no more than 6-pages. Submissions may also be invited as posters – please indicate if you specifically want to be considered as a poster.
Send your submissions via email to Sue Hull at firstname.lastname@example.org. Please include the phrase “CREATE submission” in your subject line.
Initial submission January 12th, 2007
Notification of acceptance Feb 9th, 2007
Full submission March 23rd, 2007
CREATE 2007 June 13-14, 2007
Oct 30, 2006
Salt Lake City, July 16-22, 2007
From the conference website
In the last few years we have witnessed an explosive growth of multimedia computing, ambient intelligent (AmI), pervasive and ubiquitous computing. The few key technologies interact in an interesting and yet useful way, bringing profound impact and revolution. The revolution is transforming the way people live, work, and interact with each other, and is impacting the way business, government services, education, entertainment and health care are operating.
IMAI 2007 is the continuous of IMMCN (International Conference on Intelligent Multimedia Computing and Networking) series running since the beginning of this century. IMAI 2007 seeks the contribution of high quality papers addressing various aspects of multimedia and ambient intelligence, in particular the techniques that lead the merging of both intelligences, for presentation at the conference and publication in the JCIS(Joint Conference on Information Science) proceeding. For the topics of interest, go to the conference website
The paper should follow the JCIS 2007 ( http://www.jcis.org/jcis2007/ ) paper submission guideline. Seleted high quality papers will be published in Information Science journal.
Oct 29, 2006
Event Date: 6 June 2007 to 8 June 2007
The increased focus on children’s role in the design and evaluation of interactive technologies has provided several interesting research studies and results. Currently, we are aware of the fact that children are very different than adults, they are independent individuals with their own strong opinions, needs, likes, and dislikes, and they should be treated as such.
To address emerging research and development, IDC 2007 will look for papers, demonstrations, posters that may include at least one of the following broad areas:
- Emerging technologies for children (e.g., innovative educational simulations, online games, accessible fabrication devices, mobile communications devices, wireless embedded technologies, sensors and actuators, "smart" materials, authoring/programming tools)
- The impact these technologies can have on children's lives (e.g., in schools, at home, in public spaces)
- New research methods which give children a voice in the design, development, and evaluation processes (e.g., participatory design methods, usability testing, etc.)
Please refer to the call for papers.
Oct 26, 2006
7-8-9 February 2007 Geneva, Switzerland. From the LIFT conference website
LIFT is a gathering of talented observers, explorers, and builders who discuss the current challenges and creative solutions presented by emerging technologies. LIFT is three days to face cutting edge business models, bold predictions, radical thinking, and get new ideas to inject into your own part of the planet.
LIFT has a simple goal: connect people who are passionate about new applications of technology and propel their conversations into the broader world to improve life and work.
Who will talk? Adam Greenfield, Frédéric Kaplan, Sampo Karjalainen, Anne Galloway, Paola Ghillani, Julian Bleecker, Daniel Kaplan, Christophe Guignard, Jan Christophe Zoels, Colin Henderson, Nathan Eagle, Bernino Lind, Lee Bryant, Daniela Cerqui, Jan Chipchase, Beth Krasna, Régine Debatty, Stephanie Hannon, Pierre Chappaz, and many others.
Oct 15, 2006
Event Date: 28 January 2007 to 28 January 2007
Tangible Play: Research and Design for Tangible and Tabletop Games is a workshop at the 2007 Intelligent User Interfaces Conference taking place from January 28-31, Honolulu, Hawaii, USA.
[ Nov 20, 2006 ] - Submission deadline for position papers (in camera-ready form)
[ Dec 11, 2006 ] - Author notification date
[ Jan 28, 2007 ] - Date of Tangible Play @ IUI 2007
WORKSHOP AND SUBMISSION INFORMATION:
The workshop aims to bring together researchers and practitioners working on subjects related to digital games with tangible interaction. We would like to involve participants with backgrounds in academia as well as industry, from diverse fields such as HCI, computer science, edutainment, interaction design and game design. Some of the topics we plan to address during the workshop are: different tangible interaction styles, designing for specific game types, and the advantages and disadvantages of different sensing and object tracking technologies.
This one-day workshop will consist of a morning and afternoon session. The morning session will include an introduction and position paper presentations by workshop participants. The afternoon session will be an informal and interactive discussion in break-out groups on the following subtopics: tangible interaction, game design, sensing technologies, evaluation, marketability and collaboration. We will also have a guest speaker from Philips Research, who will give a special presentation on the Entertaible from an industry perspective.
Interested participants are invited to submit a 4-page position paper using the ACM-template, which can be found on the website indicated below. Papers may address any topic related to tangible or digital tabletop gaming, from game case studies, to research on sensing technologies, theoretical overviews, or the design of tangible objects for game interaction. The organizers will try to create a diverse mix of participants from academia as well as industry and from different backgrounds and fields.
* Please submit position papers to: Elise van den Hoven, email@example.com
For more information, please contact the organizers:
Elise van den Hoven (firstname.lastname@example.org) Eindhoven University of Technology, Eindhoven, The Netherlands
Ali Mazalek (email@example.com) Georgia Institute of Technology, Atlanta GA, USA
Oct 14, 2006
A one-day seminar to be held on Thursday 12 October 2006 at Cambridge University.
The Neuroscience Horizon conference will introduce a range of exciting research from the frontiers of this field. World leading academic and industry scientists and opinion leaders will detail the latest areas of research and the future trends. In common with other conferences in the Horizon series, the seminar will be followed by dinner in the elegant surroundings of New Hall. This event follows on from the success of the ‘Personalised Medicine’ Horizon Conference and promises to be indispensable for companies in this field.
For further information please contact Jo Ryan on +44 (0)1223 765404 or firstname.lastname@example.org
Oct 13, 2006
Live Webcast of conversation with artist Laurie Anderson and neuroscientist Antonio Damasio, moderated by Professor Anne Balsamo, following a lecture by Anderson.
Saturday, October 21st, 8 p.m. (PDT) at USC's Norris Theater and simulcast FREE at HASTAC website.
Laurie Anderson: Recent Works: Saturday, October 21st: University of Southern California's Norris Theater: 7 p.m. (PDT): Free and open to the public!
Laurie Anderson will present a special audio-visual lecture exploring the intersections of art, science and creativity. One of the permier perfromance artists in the world, Ms. Anderson has consistently intrigued, entertained and challenged audiences with her multimedia persentations. Anderson's artistic career has cast her in roles as various as visual artist, composer, poet, photographer, filmmaker, ventriloquist, electronics whiz, vocalist and instrumentalist. Following her presentation, Ms. Anderson will be joined in conversation by neuroscientist Antonio Damasio, director of the USC Brain and Creativity Institute and a leading researcher of cognition, emotions, and neural
This special presentation is part of the HASTAC In|Formation Year, devoted to twelve months of public programming from a number of universities meant to promote the human and humane dimenstions of technology and to encourage conversation and exchange between humanists, artists, technologists, and scientists.
Via Mind Hacks
NEURObotics is a newly-opened exhibition at London's Science Museum focusing on how emerging medical technology could expand human intelligence.
Topics include brain-scan lie detectors, enhancing brain function with TMS (magnetic pulses) and brain-computer interfaces.
The exhibition is free and runs until April 2007.
Link to Science Museum NEURObotics website.
Link to list of exhibits.
Link to BBC News story on the exhibition.
Oct 08, 2006
After a successful first edition, the STRP festival, which took place in Eindhoven, Netherlands at the end of March 2006, is launching a call for projects for its next edition, which will be taking in late April of 2007.
The focus of the festival is the common ground created at the intersection between art, popular culture and technology. The first edition which welcomed over 10 000 visitors, and received very positive attention from the press, made use of performances, installations, lectures, films, etcetera in order to convey this crossroads.
STRP takes place on Strijp-S, the 'holy' ground of the forbidden city of Philips, where in the 20th century numerous technological innovations were made which changed the world. A place where Einstein once worked, the first complete electronic music album was created and the collaboration between le Courboisier and Varese resulted in one of the most interesting amalgamations between art and technology, Le Poeme Electronique for the World Expo in Brussels (1958).
FOR THE 2007 EDITION
STRP is looking for projects, installations, or proposals that concern themselves with interactive art, robotics and/or Live Cinema (in the live cinema category we are looking for projects that rely on both performance and technology in order to become an audio-visual whole). All of the above in a context in which the artistic side is furthered by technology. This year we will also be paying special attention to projects, which involve light in their concept, composition, and/or execution.
Oct 04, 2006
Science & Consciousness Review, the online webzine/journal for the review of the scientific study of consciousness, is back online after a crash that occurred several months ago