[Air-L] CFP REMINDER: Why VR? Why Now?: A critical discussion of Virtual Reality experiments and experiences

Thao Phan thaophan03 at gmail.com
Wed Jan 25 15:38:13 PST 2017


***REMINDER ABSTRACTS DUE February 10th***

*CALL FOR PAPERS*
Why VR? Why Now?: A critical discussion of Virtual Reality experiments and
experiences

*Journal of Transformative Technologies*
http://www.ttrujournal.com.au/call-for-papers/

*Abstracts due: *
February 10th, 2017

*Issue Editors: *
Simon Young, University of Melbourne
Thao Phan, University of Melbourne
Andrew Lynch, University of Melbourne

*Send submissions to:*
editor at ttrujournal.com.au

The ‘virtual insanity’ predicted by Jamiroquai’s Jay Kay in 1997, has
certainly arrived, bringing with it an unprecedented range of VR technologies
and software to experience for the contemporary media consumer. While it
remains to be seen which of the multitude of competing technologies (Sony’s
PlayStation VR, HTC’s Vive, Samsung’s Gear VR or even the humble Google
Cardboard) will reign supreme in the consumer market, there has never been
a more pressing time for scholarly analysis of how this state of ‘virtual
insanity’ came to be, and how we might better comprehend its significance
for the academic areas of media, screen and cultural studies.

For its inaugural issue, The Journal of Transformative Technologies (JoTT)
invites authors whose research involves or intersects with critical
discussions of VR. Is this generation of VR experiences truly the one which
will “go mainstream”, and if so, why? Does VR have the potential to
supersede other less interactive media formats like film and television
with more immersive engagement possibilities, or will it end up on the ever
growing pile of redundant and forgotten “next big things”? How does VR’s
claims to universal appeal clash with issues of accessibility and imagined
audiences? Do contemporary VRexperiences blur boundaries of genre in media
entertainment, or are they still tethered to genres laid down by older
media forms? What is the significance of aesthetics (both hardware and
software) in embodied practices of VR? How have fictional representations
of Virtual Realities and their input devices shaped expectations, or
influenced the production, of the current generation of VR technologies?

Potential topics may include, but are not limited to:

   - VR experimentation in art
   - VR experiences and genre theory
   - VR accessibility and design
   - Challenging expectations of VR experiences
   - The increasing omnipresence of mediated realities
   - VR and everyday life
   - Predictive imaginings of VR across other media forms
   - VR technologies and their futurist aesthetics
   - Haptic experiences of the imaginary through VR
   - Gamifying VR
   - VR technologies and media archaeology
   - VR and the posthuman/cyborg
   - Virtual experiences and critical studies of gender and sexuality


In addition, we also welcome submissions that deal more broadly with issues
relating to the areas of mediated realities and/or VR technology in
theoretical or critical terms. We are open to nontraditional submissions
including creative and nonlinear works.

Please send all enquiries and submissions to editor at ttrujournal.com.au.
Abstracts must be accompanied by a brief curriculum vitae.

All eligible submissions will be sent for double-blind peer-review. JoTT
does not charge authors for publication.

Abstracts to be submitted by *February 10th 2017* with full submissions due
by *May 10th 2017.*

http://www.ttrujournal.com.au/



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