[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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