[Mediaculturehipsters] Fwd: [tsoa-psdiscuss] Breaking the Game - Online Symposium - immersive technology / gaming feb 16, 2006

jennifer buscher jkbuscher at gmail.com
Thu Feb 16 21:36:35 PST 2006



Begin forwarded message:

> From: "Barbara Kirshenblatt-Gimblett" <bkg at nyu.edu>
> Date: February 16, 2006 8:07:13 PM PST
> To: "Performance Studies Discussions" <tsoa-psdiscuss at forums.nyu.edu>
> Subject: [tsoa-psdiscuss] Breaking the Game - Online Symposium -  
> immersive technology / gaming feb 16, 2006
> Reply-To: "Barbara Kirshenblatt-Gimblett" <bkg at nyu.edu>
>
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> BREAKING THE GAME - ONLINE SYMPOSIUM
>
> From March 15 - 25, 2006 Workspace Unlimited presents Breaking the  
> Game Symposium, a first-iteration online event that brings together  
> competing theorists and practitioners to debate and reflect on  
> virtual worlds, computer gaming, immersive technologies, and new  
> possibilities for artistic practice and experience. The symposium  
> will open up the art of game modification to the contingencies of  
> everyday life, where interactive technologies increasingly mediate  
> physical spaces and human movements in very complex and dynamic  
> ways. The symposium themes are: Hybridity, Overclocking the City  
> and The Virtual as Interface to Self and Society.
>
> Participants will consider gaming and other virtual technologies in  
> relationship to building and designing cities, navigating and  
> experiencing urban life, constructing identities, and creating and  
> maintaining social interaction. The symposium encourages debate and  
> discussion through multiple formats including text, video  
> interviews, phone blogging, images, animation, and virtual  
> walkthroughs.
>
> We want the symposium to function as a workspace for testing out  
> ideas, developing new tools, sharing creative processes and works  
> in progress. Breaking the Game is a prototype for how we'd like to  
> initiate and develop real projects around a specific focus, connect  
> our own working process to the ideas and practice of others, and  
> create networks that facilitate and feed into further collaborative  
> opportunities.
>
> For detailed information about the symposium please visit the  
> Breaking the game website at:
> www.workspace-unlimited.org/breakingthegame
>
> Breaking the Game symposium has three themes:
>
> Hybridity considers new forms of art being produced within the  
> increasingly hybrid environment of digital and physical space, in  
> response to the multiplication of delivery systems and formats, and  
> to the changing roles of artists, scientists, and technologists. We  
> will discuss whether or not, and under what conditions, these  
> hybrid contexts are effecting how artists produce, with whom they  
> collaborate, and with what results. How are we consuming art  
> differently and integrating it into our lives in new ways? Finally  
> we will explore a variety of hybrid experiments artists are  
> undertaking within the now established field of video gaming and  
> multiuser virtual environments.
>
> Overclocking the City proposes that we look more critically at  
> gaming technologies and culture as storehouses of tools for  
> designing new perceptual experiences and social interaction within  
> the built environment. Participants will debate what constitutes  
> public space in an electronically networked virtual world, and what  
> forms this space might take. We will consider how virtual worlds,  
> which for the most part, have been designed as autonomous  
> environments, might have a functioning relationship with actual  
> places, buildings, and people in physical locations.
>
> The Virtual as Interface to Self and Society explores how the  
> technologies of sensing, computation, and display are increasingly  
> becoming important to how we connect to society and simultaneously  
> engage in acts of self-reflection and self-fashioning. Virtual  
> worlds, and particularly networked pervasive 3D environments, are  
> useful contexts for critically and imaginatively exploring how we  
> project our so-called self into computerized space, reconstruct it  
> in digital form, and set about interacting with other reconstructed  
> selves. In combination with "computer software programs, rules,  
> commands, and networked interactivity" we perform a sense of  
> presence to others by effectively manipulating "graphical, textual,  
> navigational, and audio modes that are coded to correspond with our  
> bodily senses" (Bolter). How is this self-presence achieved, to  
> what ends, and with what effects? Participants in this session will  
> explore an online multiuser environment together that will inform  
> the basis for debate and discussion.
>
> Workspace Unlimited website: www.workspace-unlimited.org
>
> Thomas Soetens, artist, Workspace Unlimited
> Kora Van den Bulcke, architect, Workspace Unlimited
> Wayne Ashley, Independent Curator, New York
>
> Kind regards from the Workspace Unlimited team.
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