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[Commlist] Cfp: Interactivity and Virtual Reality
Thu Mar 11 12:30:05 GMT 2021
*/Journal of the New Techno Humanities/***
*Call for Papers*
*Title: New Media, Interactive Audiences, and the Virtual. Next
Generation Narratives *
*Short title: Interactivity and Virtual Reality ***
*Guest Editors*
Keyan G Tomaselli: (keyant /at/ uj.ac.za)
University of Johannesburg
Dr Keyan G Tomaselli is Distinguished Professor, Humanities Dean’s
Office, University of Johannesburg, a Laureate Fellow of the
International Communicology Institute, and a member of the Academy of
Science of South Africa. He is editor of /Critical Arts/ and founder
and co-editor of /Journal of African Cinemas/.
Damien R Tomaselli: (damientomaselli /at/ gmail.com)
Dr Damien R Tomaselli is a postdoctoral fellow at the Visual Identities
in Art and Design (VIAD), based at the University of Johannesburg. He
works as a cinematic transmedia storyteller and is a Fellow of the
International Communicology Institute. His Ph.D. thesis is entitled,
‘/Cosmology of the Relativistic Multi-Modal Chronotope. A metaphysical
lens on how creators may rhetorically embed fictional spacetime into
various story-world configurations for dramatic narratives/.’ He is also
co-founder of an international storytelling association for professional
practitioners involved with emerging narrative forms, called /The
Cauldron/
<https://eur01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fwww.enterthecauldron.com%2F&data=04%7C01%7Ckeyant%40uj.ac.za%7Ca0da4a4bbb264aab2dd008d8d8d66598%7Cfa785acd36ef41bc8a9489841327e045%7C1%7C0%7C637497762710113261%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C1000&sdata=j0m0ptXxpEubibCe8%2BkFCKDUNJh%2F0JjWHNruDkrT4SI%3D&reserved=0>.
He is also managing editor, /Communicare: Journal for Communication
Sciences in Southern Africa/.
**
*Background*
This new journal targets at the creative aspect of the humanities still
to be fully recognized in the established classification and methodology
of disciplines. By embracing the practical extension of the latest
scientific and technological methods, the journal aims to provide a
forum for transdisciplinary discussion and in-depth analysis on the
nature and development of humanities, as well as the latter's interface
with other disciplines.
The journal welcomes contributions from the pragmatic and experimental
approaches by employing new technological methodologies, such as
computational methods, visualization, data archives, processing and
interaction, or surveys. The journal also welcomes philosophical,
hermeneutic, critical, rhetorical, and historical approaches to
interpretations of scientific and technological phenomena, focusing on
their ontologies, nature, histories, methodologies and prospect of
development.
*/New Techno Humanities/** will *publish original research articles,
review articles and book reviews on the topics including, but not
limited to Methodology, Authorship attribution/ stylometry/ stylistics,
Modelling, digital visualization, Digital cultural heritage, Digital
cultural heritage, Data visualization, statistical analysis, big data,
Semantic web technology, network theory, Translation studies with
technological methods, Corpus analysis, and Textual analysis.
*Motivation***
In 2017 Klaus Schwab, chairperson of the World Economic Forum, described
the fundamental changes brought about by the expansion of digital
domain, artificial intelligence and the Internet of Things (among other
developments) as the ‘fourth industrial revolution’. He describes a
world where individuals move between digital domains and offline reality
with the use of connected technology to enable and manage their lives.
This is significantly different to previous social and economic regimens
in terms of its velocity, scope, and systems impact, and “it is
disrupting almost every industry in every country. And the breadth and
depth of these changes herald the transformation of entire systems of
production, management, and governance”. In this arrangement, knowledge
workers provide focus, creativity, and leverage in using those
investments to achieve the organization’s objectives more efficiently.
In other words, knowledge is an integral part of total management and
cuts across functional boundaries.
Much of what has been developed in the realm of 4IR is driven by
advances in science, technology and software development. These are all
essential components for the comprehension of phenomena; however, the
content of software and creative outputs and manner in which people,
both as creators and consumers, interface with the content, is often
neglected. This special issue is intended specifically to focus on the
aspect of the narrative in digital audio-visual formats, including
gaming, motion books, virtual and augmented reality forms. It further
aims to develop methods of visually representing the progress of
narrative in these ‘new’ modalities, specifically in terms of its
space-time compression and dilation. The value of the research is to
shift the discussion of 4IR from the predominantly technicist to a more
interdisciplinary and holistic dialogue of content, form and narrative
that was available during the previous period of analogue media.
Where text-based film theorists prevailed during the 20st century, now
in the 21st it is software programmers, gamers and media agencies who
are driving both practice and theory. They are simultaneously
relocating the interpreter (viewer) of new media from being a spectator
to being a co-author of plot outcomes. The late 1980s saw a ‘theoretical
turn’ towards the concept of the ‘active audience’, arguing that savvy
media audiences do not receive information passively, but are actively
involved in the sense-making of messages within the contexts of their
social, class and personal experiences. The ‘interactive’ nature of
digital media has extended this notion: not only do audiences make sense
of what they consume, they actively co-create meaning. This is most
clearly seen in gaming, in which the ‘story line’ is determined by the
choice of the player’s moves to shape the outcome of the narrative in
various directions. Games and gamification are becoming a popular field
of research, which New Techno Humanities will study.
The new theorists of the virtual (the new media) are addressing issues
of multi-dimensional multi-platform interaction, and multi-media real
time spectatorship that includes virtual-enabled interactions of various
kinds. The issue here involves next-generation narratives, immersed
audiences** and interactive experiences with content enabled by new
technologies. These are generated by cross-platform experiences that
anticipate new types of audiences searching for deeper access to the
minds of characters they encounter in the digital media, but also how
they can shape narrative digestion.
A key question is: is the idea of spectatorship still relevant, or
should it be reformulated in a loose Boalian performative sense of
spect-actor where spectators become involved in the shaping of narrative
outcomes? Normative theories can be no longer automatically applied
in the body-less, borderless, immersive dynamic intertextual media age,
that is taking shape in the 4IR era. In semiology, film theory is
treated as a language while in Peirceian semiotics visual narrative
theory is treated as a conversation between participant and text. New
kinds of multi-faceted narrative arise out of these kinds of virtual
relations that displace spectators from cinema seats into a networked
world that involves spect-actors from anywhere.
A second research question thus concerns how individuals appropriate and
use such technologies in their own lives. Thirdly, how can the**content
they create benefit to re-balancing society in terms of both message
making and product delivery? For instance, the infancy of intellectual
property crypto currency solutions driven through blockchain such as
Etheruem based Singles tokens and the Unlock protocol, instigate the
roots for a potential democratization of an artist first-rights
management system that significantly undermines the status quo of the
current entertainment economy.
As a practitioner who can execute 'future' narrative forms, as well as
an academic who specializes in the theoretical discourse of various
forms of narrative execution, the digital creator’s ability is of
storyform to develop a craft-first theory in the climate of the 4IR
‘digital area/canvas'. Where software companies are tech oriented, there
is a need for associated critical analytical study of the sector and how
it is applied, by who, with what effects.**
The purpose of the special issue is the exploration of systems of
representation that will allow us to model, or ‘see’ the warping of time
and space in relation to a specific narrative output. This process
merges metaphysics with narrative architecture and visual and other
representations of spatial-temporal signification. This aspect of
visualizing digital narratology, including quite specifically virtual
reality and enhanced reality, is key to providing tools to understand
the ways in which the content of 4IR is understood.
Bakhtin’s chronotope legitimizes the idea of the space-time meaning
within the literary realm. However, in in this number of JNTH we want to
include visual representations (models) of concrete visual narratives
with the specific focus on space-time as the primary organizer of
meaning, as well as an anchor of dramatic unfoldings (diegesis) or
analysis of ‘fabric’ within narrative. This fabric is of course
metaphysical, rather than material. In a metaphorical manner it
manifests itself as solidified, concrete expression of the space-time
narrative. This is because in the case of digital texts, a trail of
information is able to be indexed as a result of the digital pipeline
through which the visual representation must occur. This information
includes colour, light, narrative density among other indices.
This visual representation, or mapping, of space-time within a
narrative, is dependent on a dialogue between metaphysics, visual
representation, space-time rhetoric, trails of digital information,
narratology and the configuration between audience and the represented
fictional world to which the audience is potentially immersed. These
concepts are understood as metaphysical, rather than material
manifestations, and are not necessarily bound to any specific narrative
form, since any form of narrative is chronotopic in nature.
**
*Submission timeline*
**
Submission of Abstracts: 30 April 2021
Invitation to write a full article or commentary: 15 May
Submission of completed articles: 30 October
Peer review process: 6 months - estimated
*Submission guidelines *
Kindly submit your paper to the Special Issue category through the
online submission system
(https://www.editorialmanager.com/techum/default.aspx
<https://www.editorialmanager.com/techum/default.aspx>) of New Techno
Humanities. All the submissions should follow the general author
guidelines of New Techno Humanities available at
https://www.elsevier.com/journals/new-techno-humanities/2664-3294/guide-for-authors
<https://www.elsevier.com/journals/new-techno-humanities/2664-3294/guide-for-authors>
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