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[Commlist] CfP: Media Archaeology 2.0: Rethinking Media Histories with the Digital Humanities
Fri Feb 21 03:56:31 GMT 2025
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CfP: “Media Archaeology 2.0: Rethinking Media Histories with the Digital
Humanities”
TMG Journal for Media History, special issue spring 2026
https://tmgonline.nl/announcements#call-for-papers-media-archaeology-20-rethinking-media-histories-with-the-digital-humanities
This special issue will explore the academic potential of crossovers
between media archaeology and digital humanities. How can media
archaeology, as a heterogeneous field interested in alternative and
non-linear media trajectories, utilize computational tools, methods, and
infrastructures to rethink media histories in the digital age? And how
can digital humanities approaches draw on media-archaeological
principles in research, database or interface design? In other words,
how can we rethink media archaeology with the digital humanities and
provoke a mutually beneficial dialog between them?
In the past few decades, media archaeology has emerged as a vibrant and
interdisciplinary field, uncovering the forgotten paths and alternative
histories of media technologies. From Friedrich Kittler's foundational
work on discourse networks of technical media (1990; 1999) and Jonathan
Crary's analysis of modern visuality and subjectivity (1990) to the
influential studies of Erkki Huhtamo (1997; 2004; 2012), Siegfried
Zielinski (1999; 2006), Thomas Elsaesser (2004; 2016), Wolfgang Ernst
(2006; 2013), Anne Friedberg (2006), and Jussi Parikka (2007; 2010;
2012), among others, the field has evolved dramatically. Driven by a
generally shared interest in the materiality and temporality of past
media technologies and their associated cultural discourses, practices
and imaginaries (Kluitenberg 2006), media archaeologists have been
"excavating" the past in order to better understand contemporary media
cultures (Parikka 2012: 2). This collective effort ranges from
reassessing the histories of modern media and communication technologies
– such as cinema (Gunning 1990, Elsaesser 2016), radio (Peters 1999),
television (Sconce 2000), and smartphones (Strauven 2021) – to analyzing
phenomena like computer viruses (Parikka 2007), software (Chun 2011;
Manovich 2001), and "elemental media" (Peters 2015).
In recent years, media archaeology, as a field, method, and way of
understanding the world, has been embraced by diverse linguistic
communities worldwide (Okubo 2023; Ito, ed. 2023) and has diversified
both in its theoretical focus and methodology. We have seen it expand to
theatre and performance (Wynants, ed. 2019), dashboards and data (Tkacz
2022), image compression (Jancovic 2023), archaeology and gaming
(Reinhard 2018), or appear as an organizing principle in recent
Spanish-language edited volumes on media in artistic practice (Martínez,
ed. 2022) as well as in chronicles documenting artist’s works (West
2022). While Erkki Huhtamo and Jussi Parikka argued in Media
Archaeology: Approaches, Applications, and Implications that there are
no "correct principles or methodological guidelines" for conducting
media archaeology (2011: 2), Ben Roberts and Mark Goodall position the
practical question "How is media archaeology?" at the center of their
volume New Media Archaeologies (2019: 11). In recognition of the latest
tendencies, including an increased interest in hands-on, experimental,
and laboratory-based approaches (Hall and Ellis, ed. 2019, Fickers and
Van den Oever 2019; Wershler, Parikka, and Emerson 2022; Fossati and Van
den Oever 2016), they propose three directions: Media Archaeology
Theory, Experimental Media Archaeology, and Media Archaeology at the
Interface.
However, the question of how recent developments in the digital
humanities – including artificial intelligence and computer vision
technologies (Arnold and Tilton 2023), 3D modelling and printing (Van
der Heijden and Wolf 2022; Devadder et al. 2024), and AR/VR/XR
technologies (Elkhuizen et al. 2024; Harkema and Rosendaal 2020) – can
be leveraged for media-archaeological and historical inquiry, and
possibly for new forms of digital storytelling (Georgiakakis and Van der
Heijden 2024; Miller 2004), remains largely unexplored.
This special issue aims to address this gap and further investigate the
exciting intersections between media archaeology and digital humanities
(cf. Dang, Van der Heijden, and Olesen 2025). How do computational
tools, methodologies, and infrastructures reshape the ways we excavate,
analyze, and reimagine media histories? How can these technologies be
used to construct (and deconstruct) data-driven media-historical
narratives? In what ways might AR/VR/XR technologies enable new sensory
modes of media-archaeological and historical inquiry? How can digital
technologies facilitate media-archaeological experimentation and
documentation (Van der Heijden and Kolkowski 2023; Fickers and Van den
Oever 2022)? Can 3D modelling simulate the materiality, functionality,
and histories of use of media artefacts? How can such digital
reconstruction methods stimulate historical imagination in both
scholarly and pedagogical contexts? And could computational methods
provide a solution to some of the criticisms that media-archaeological
writings have faced for being closed off to issues of corporeality,
disability, gender or sexuality (Mills and Sterne 2017; Skågeby and Rahm
2018; Törneman 2019; Jancovic 2023)?
Conversely, could the digital humanities benefit from a
media-archaeological commitment to play, hacking, tinkering, and
breaking things (Strauven 2015)? Can media archaeology’s
anti-teleological mindset – oriented towards the non-linear, fragmented,
overlooked, imagined and anomalous – inform different ways of
collecting, interpreting and representing data? Can an awareness of the
dissonant and overlapping temporalities of media and perception provoke
more nuanced strategies for working with datasets or digital
collections? Could a media-archaeological emphasis on failure,
obsolescence or recurrence expand the theoretical repertoire of digital
humanities? Could combining, exchanging and borrowing methods and
concepts across both these fields lead to new insights about media,
materiality, and the environment?
This special issue of TMG Journal for Media History seeks to reflect on
these questions and stimulate what we provocatively call "Media
Archaeology 2.0". We invite contributors to examine the potentials and
challenges of digital approaches to media-archaeological research and
teaching, and, vice versa, of media-archaeological perspectives on
digital humanities, as well as their methodological and epistemological
implications, frictions, and consonances.
We welcome contributions dealing with, but not limited to, the following
topics:
- Digital approaches and methods in media-archaeological research and
teaching, including AI and computer vision, 3D modelling, AR/VR/XR
technologies
- Digital materialities, temporalities, infrastructures and ecologies in
media archaeology research
- Digital archives, media laboratories, and audiovisual collections
- Digital pedagogies and experimental methods in online teaching
- Digital storytelling and annotation in media-archaeological narratives
- Non-linear, speculative and innovative forms of data visualization and
storytelling
- Data- and database-driven modes of media-archaeological exploration
- Use of computational tools in experimental practices or investigations
of "elemental media"
- Digital humanities approaches to the materiality and temporality of
media: subdued and forgotten histories of raw materials,
techno-ecologies, and media practices
- Ludic, experimental and “archaeological” ways of doing digital humanities
- Digital archaeologies of gender, colonialism, and of the more-than-human
- Politics of digitization, archiving, standardization, image
compression, and digital media formats
- Materialities and future imaginaries of digital media, networks,
infrastructures, and artificial intelligence
- Artistic applications of digital methodologies, including 3D
animations, data visualizations, and interfaces for media historical
collections
- Histories/archaeologies and future possibilities of media archaeology
as a field of practice
- Challenges and opportunities that recent computational/media
technologies like AI and LLMs pose to scientific practice and to
archaeologies of scientific knowledge
Submission guidelines
Abstract submissions are due on 1 May 2025. Please send a 300-word
abstract and short bio via e-mail to: (tim.vanderheijden /at/ ou.nl). Selected
authors shall be invited to submit an article of 6,000-8,000 words
(including notes) by 15 September 2025. Revised drafts are expected by
15 January 2026. The expected publishing date of this special issue of
TMG Journal for Media History is in spring 2026.
Contributions should be in English. Authors are to submit original
papers that are not under consideration for publication elsewhere. No
payment from the authors will be required. Final acceptance depends on a
double-blind peer review process of the manuscripts. Contributions that
receive positive reviews but are not accepted for the special issue may
be considered for publication in another issue of TMG Journal for Media
History.
No payment from the authors will be required.
If you have questions, please contact the editors of the special issue,
dr. Tim van der Heijden ((tim.vanderheijden /at/ ou.nl)) and dr. Marek
Jancovic ((m.jancovic /at/ vu.nl)).
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