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[Commlist] Call for Abstracts: Screen Studies in the Age of Extended Reality & Synthetic Media
Mon Dec 18 21:12:15 GMT 2023
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*Call for Abstracts: Screen Studies in the Age of Extended Reality &
Synthetic Media*
An international conference to take place at Trinity College Dublin, as
part of the Irish Research Council Laureate Award project “From
Cinematic Realism to Extended Reality: Reformulating Screen Studies at
the Precipice of Hyper-reality” (2022-2026).
CFP.gif
*Keynote speaker: *
Professor Jenna Ng, Head of Creative Technologies and Professor of
Digital Media and Culture and the University of York.
The world is increasingly grappling with an existential crisis of what
constitutes the real. Contemporary “post-truth” societies are mired by
so-called fake news and a technological dependence approaching
philosopher Jean Baudrillard’s (1981) concept of hyper-reality. Already
noting an increased shift towards versions of reality accessed via
simulation and replication, he warned of a potential moment where
“hyperreality” would become indistinguishable from the reality in which
humans exist. More specifically, the rapid deployment of extended
reality (XR) technologies like virtual reality (VR) and augmented
reality (AR), as well as the increased use of virtual production
practices and machine learning to produce synthetic media including
“deepfakes” and “AI films,” present creative challenges for screen
production workers and critical challenges for screen studies. As
various arts and media scholars have recently highlighted, there is a
strong need to consider AR and VR not just as hyped technologies but as
media (Bolter, Engberg and MacIntyre 2021; O’Meara and Szita 2023),
and for further explorations of the cultural and artistic ramifications
of algorithmically generated media in arts and humanities research (De
Vries 2019; Chow 2020). These developments are an extension of earlier
research into topics like software cinema (Hassapopoulou 2014) and
broader questions as to the place of traditional screen media in the
digital age (Gaudreault and Marion, 2015).
Since early cinema, filmmakers and theorists have been preoccupied with
conventions of realism and its reliance on both analogue technologies
(camera and film strip) and creative choices. Though extended reality
and synthetic screen technologies are largely driven by computing and
the tech industries, their design and use build on a much longer history
of media technologies and, as such, can intersect meaningfully with
existing screen theories and critical approaches to screen aesthetics,
narrative and audience consumption (see: Haslem 2019; Denson 2020). This
conference will thus consider how approaches from screen studies, media
history and cultural studies can guide a more critical and humanistic
development of these technologies and their associated media. It aims to
address the following questions inter-related topics and questions:
*Technologies.* How can screen studies approaches, histories and
theories be used to better understand the development of extended
reality technologies and synthetic media with respect totheir
technologic features, narrative properties, and audio-visual aesthetics?
*Ethical and Social Impact.* What are the key ethical ramifications of
synthetic media technologies being 1) used in the screen industries and
via amateur media practices and 2) consumed by individuals as a form of
entertainment or recorded document?
*Embodiment and Spectatorship.* Acknowledging the proven impact of
extended reality media and technologies on consumers’ bodies (e.g. Ross
2020; Crouch and Damjanov, 2021), how can we gain more understanding of
this impact using, for example, sensory theories of embodiment and
concepts of screen “gaze”?
*Inclusivity and Identity Politics.* Acknowledging that the design and
use of media technologies are inherently intertwined with identity
politics related to gender, race, sexuality and disability, what are the
related risks and opportunities associated with emergent forms of XR and
synthetic media?
*Disciplinary Impact.* To what degree is the discipline and teaching of
screen studies being
disrupted (forcing a revision of methods and practices) by the
mainstreaming of extended reality
and deceptive technologies?
The conference will feature a Keynote address by *Professor Jenna Ng*,
Head of Creative Technologies and Professor of Digital Media and Culture
and the University of York. Professor Ng’s work includes “The New
Virtuality: A Video Essay on the Disappearing Differences Between Real
and Unreal” (2023); the monograph /T//he Post-Screen Through Virtual
Reality, Holograms and Light Projections: Where Screen Boundaries
Lie/ (2021); the edited collection /Understanding Machinima: essays on
filmmaking in virtual worlds/ (2013),and a forthcoming book on the
existential tensions of living in the age of AI.
We welcome abstracts for both *research papers* (20 minutes) and
*practice-based works* (<30 minutes). A related edited collection is
also being planned for the post-conference period.
*Topics may include, but are not limited to:*
·Aesthetic properties of extended reality or synthetic media, such as
the uses of colour, framing, camera work, editing, sound and music.
·Narrative properties of extended reality or synthetic media, including
interactive/ludic elements and elliptical or non-linear storytelling.
·Resulting labour and ethical issues, including the potential
displacement of creative workers / performers.
·XR models of spectatorship, including inaccessibility of emergent
technologies and financial barriers to access.
·Approaches to these technologies that intersect with film philosophy /
film theory / theories of media convergence.
·Historical / media archaeological approaches to XR and synthetic media,
including those that relate them to concepts of realism/surrealism.
·Critical language / terminology developing around these technologies.
·Multisensory aspects of immersive media and their potential to create
new forms of embodiment.
·Augmented reality trends and distribution channels, including AR
filters embedded on dominant social media platforms.
·VR distribution channels, including via festivals and galleries.
·Collaborations between tech companies and production companies or
filmmakers.
·Politicised uses of deepfakes / synthetic media and their links to
concepts of propaganda and documentary truth or constructed realities.
·The wider socio-cultural implications of algorithmically generated
media’s heightened ubiquity/visibility.
·Ties to parallel developments in other creative realms, including
algorithmically generated music, sound, and speech.
·Music, sound and immersiveness in XR media.
·The flow of influences between these technologies and representations
of them in screen media such as cinema and television.
·Intersections with identity politics related to gender, race, age and
disability.
·Intersections with environmental issues, including media obsolescence
and sustainable practices for media production and consumption.
·Intersections with posthumanism and non-human creation or co-creation.
·Intersections with performance, stardom and celebrity culture
·Videographic or experimental media works that address the conference themes
Please submit ~300 words abstracts and a short bio (~100 words) to
(jennifer.omeara /at/ tcd.ie) <mailto:(jennifer.omeara /at/ tcd.ie)> and
(james.mcglynn /at/ tcd.ie) <mailto:(james.mcglynn /at/ tcd.ie)> by *February
20th*. Note: A limited number of remote papers/practice works can be
facilitated. If you would like to present remotely then please signal
this when submitting your abstract.
Deadline for abstracts: 20^th February
Applicants notified of acceptance: by March 1^st
Conference: June 4^th –5^th
^
The conference is generously supported by the Irish Research Council
(grant number: IRCLA/2022/2959) and by the Trinity Long Room Hub Arts &
Humanities Research Institute, where it will be held.
*Works cited*
Baudrillard, J. (1981; 1983). /Simulacra and Simulation/. Los Angeles:
Semiotext(e).
Bolter, J.D., Engberg, M. and MacIntyre, B. (2021). /Reality Media:
Augmented and Virtual Reality/. The MIT Press.
Chow, P-S. (2020) “Ghost in the (Hollywood) machine: Emergent
applications of artificial intelligence in the film industry.” /NECSUS
European Journal of Media Studies/, 9: 193-214.
Crouch, D. & Damjanov, K. (2021). “Extreme VR: strategies of sensorial
immersion and the intensities of experience.” /The Senses and
Society/ 16 (3), 308–319.
Denson, S. (2020) /Discorrelated Images/. Duke University Press.
De Vries, P. (2020) /Algorithmic Anxiety in Contemporary Art: A
Kierkegaardian Inquiry into the Imaginary of Possibility/. Amsterdam:
Institute of Network Cultures.
Gaudreault, A. and Marion, P. (2015). /The End of Cinema? A Medium in
Crisis in the Digital Age/, translated by Timothy Barnard. NYC: Columbia
University Press.//
Haslem, W. (2019). /From Méliès to New Media: Spectral Projections/.
Bristol: Intellect books.
Hassapopoulou, M. (2014) “Reconfiguring Film Studies Through Software
Cinema and Procedural Spectatorship.” /NECSUS European Journal of Media
Studies/, 3:2. 2014.
O’Meara, J. and Szita, K. (2023) “AR Cinema: Visual Storytelling and
Embodied Experiences with Augmented Reality Filters and Backgrounds.”
/PRESENCE: Virtual and Augmented Reality/ 30: 99–123.
Ross, M. (2020). “Virtual Reality’s New Synesthetic Possibilities,” /New
Media & Society/, Vol. 21 Issue 3: 297-314.
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