[Air-L] Fwd: CfP Immersive Virtual, Mixed, or Augmented Reality Art - International Journal of Arts and Technology
Steve Jones
sjones at uic.edu
Thu Feb 28 06:53:49 PST 2008
Begin forwarded message:
>
> Call for Papers on Immersive Virtual, Mixed, or Augmented Reality Art
> a Special Issue of the International Journal of Arts and TechnologyΒ
>
> http://www.inderscience.com/browse/callpaper.php?callID=914
>
> Important Dates
> Submission intent (title and 300-word abstract): 1 September, 2008
> Deadline for full paper submission: 31 October, 2008
> Review results returned to authors: February 29, 2009
> Deadline for camera-ready papers: June 30, 2009
>
> Guest Editors:
> Maria Roussou, makebelieve design & consulting, Greece
> Maurice Benayoun, UniversitΓ© Paris 1 Pantheon-Sorbonne, France
>
> For the past fifteen years, virtual reality (VR) and, more recently,
> mixed reality (MR) and augmented reality (AR) environments that
> immerse their participants in imaginary space, have emerged to
> define an area that blurs the lines between the seemingly different
> worlds of research, creativity, and technological practice, while
> exploring the interdependencies between the virtual and the
> physical. From the immersive, yet more esoteric, CAVEΒ®-based
> projects of the mid-nineties to the contemporary open experiences
> spread out in virtual as well as physical space, creative VR/MR/AR
> applications are challenging the ways we perceive both digital art
> and the science and engineering behind them.
>
> Early enthusiasm with the use of projection-based display structures
> and the development of authoring solutions for application-building
> has brought a level of maturity, characterized by the emergence of
> new technical and conceptual forms. It is this particular moment in
> the evolution of immersive VR/MR/AR art practice that this special
> issue seeks to capture. Hence, in this special issue, we aim to
> bring forth the topic of immersive art in its current maturity,
> present the newest developments and explore its evolving forms,
> aspiring to shape a framework that will help us to develop the next
> generation of environments.
>
> Therefore, this special issue will not include contributions that
> deal solely with describing a narrow and specific piece of art or
> research without reference to a conceptual framework or a critical
> analysis; rather we encourage contributions that take a broad and
> integrative view of relevant topics, encompassing both theoretical
> and empirical perspectives of digitally-generated creative spaces.
>
>
> Submissions are invited that touch on but are not limited to the
> following themes:
> Theoretical discourse on immersive virtual, mixed or augmented
> reality art environments.
> Novel design concepts, applications, implementations and experiences
> from the actual deployment of immersive VR/MR/AR art applications
> Research or empirical work addressing some of the open questions in
> the design of immersive art environments. For example:
> Issues concerning creativity and aesthetics, visual depiction,
> storytelling and narrative, triggering other senses, embodiment, etc.
> The fine line between designing for entertainment or for artistic
> pleasure
> Issues in the design of interactivity, interfaces, and interaction
> methodologies, such as navigation by and tracking of multiple users,
> meaningful group interaction, the integration of multi-modal
> interfaces (e.g. tactile and haptic displays, sensing technologies),
> etc.
> Issues concerning the design and development process of immersive
> artwork, such as the conceptualisation and collaboration challenges
> presented by multitalented interdisciplinary teams working together,
> the unavailability of resources and work environments, etc.
> Issues in the deployment of different display configurations, sizes,
> and installations, as well as challenges in the practical use with
> diverse audiences (e.g., the need to guide people in experiencing
> the artwork)
> Contributions are encouraged from different disciplinary
> perspectives, including fine arts, computer science, performance
> art, theatre, design, architecture, communications and social
> sciences, philosophy, cognitive psychology, and enabling technologies.
>
> Contributions should take a broad and integrative view of relevant
> topics, rather than merely describing a narrow and specific piece of
> art or research.
>
>
> See http://www.inderscience.com/browse/callpaper.php?callID=914 for
> more information.
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