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PHD-DESIGN  May 2018

PHD-DESIGN May 2018

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Subject:

CfP: Zip-scene Conference on Analogue and Digital Immersive Environments

From:

Bakk Ágnes <[log in to unmask]>

Reply-To:

PhD-Design - This list is for discussion of PhD studies and related research in Design <[log in to unmask]>

Date:

Tue, 22 May 2018 02:05:46 +0200

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Dear Colleagues,
At Moholy-Nagy University of Art and Design, Budapest (Hungary) we are
organizing a conference on immersive storytelling. If you are interested we
kindly invite you to submit your abstract by 15th of June.
Conference dates: 8-10 November, 2018. For further details and topics
please click here:
http://mome.hu/hu/h%C3%ADrek/1704-zip-scene-conference-analogue-and-digital-immersive-environments-call-for-papers
or see below:

Best wishes,
Ágnes Bakk (Moholy-Nagy University of Art and Design, Budapest)

*Title:* Perspectives on Digital Interactivity and Narrative in Performing
Arts and VR

*Topic:* Game mechanics and other engaging interactive design strategies to
raise the level of interactivity in immersive performance art and VR
productions


*Short description: *Digital Interactivity provides novel opportunities for
narratives in performance art and VR productions. This means emerging
artistic practices, opportunities for critical reflection, and a
reconsideration of the roles of the author and the audiences as
participants.
One aim of the conference is to investigate whether the format of VR will
acquire a status comparable to film, performing arts and video games in the
near future. We are planning to explore what kind of storytelling
strategies and simulative spaces can be used in such immersive productions,
and how much the audience will be able to and would want to engage with
control over the narrative path.
Another aim of the conference is to explore how play and game can be
interpreted as different types of performances within the genre of
mixed-reality theatre and immersive theatre. In both cases, it is also
important to focus more closely on how this immersive medium can handle the
first person "audience" while co-creating the story with them, and how is
this influencing the narrative mechanics.
We are also expecting papers that question the “empathy machine” myth that
is mainly related to VR technologies, but which also haunts mixed reality
productions. Focusing more on the different tactics and strategies to
achieve empathy mechanics is important in order to point out whether the
recipient empathizes with the creator of the work, rather than the subjects
of the creation, as Fisher states[1] . But it is worth to challenge these
strategies by more thoroughly analyzing how to create the sensation of
reality and presence in order to engage the users or what kind of mechanics
of persuasive game design are these productions using.

Immersion is one of the keywords used in defining new artistic and work
environments, which refers to a feature of such environments that can
enhance audiences’ perception of being transported somewhere „else”.
Transdisciplinary creators are experimenting and making use of playfulness
in their works by adapting video game mechanics and narrative design
strategies, in order to create fully immersive environments. These
environments can be analyzed on several levels: their overall aesthetics,
their authorial affordances, from a design perspective, and as a
consideration of the audience’s experience, especially, their engaging and
empowering mechanisms and last but not least, as interactive narratives.
Some possible perspectives (additional ones welcome) include Murray’s
affordances and aesthetic qualities of the digital medium[2] , Bogost’s
procedural rhetoric[3] , Kwastek’s “aesthetics of interactivity”[4],
multi-sensorial experience atmospheres (based on Gernot Böhme's
concept[5]), the trajectories offered by them (based on Benford-Giannachi’s
concept[6]) or as interactive narrative systems (Koenitz, 2015)[7].

It is important and challenging to compare the design strategies of
site-specific live arts productions with those of VR works,  which also
create the experience of full immersivity and presence for their
users-turned-participants. For interactive VR-experiences, Jesse Damiani's
taxonomy[8] can serve as a possible interpretation strategy that also
applies to forms such augmented reality, virtual reality, and  mixed
reality.

We are looking forward to receive papers that deal with hermeneutical and
phenomenological research as well as pilot studies.


*Conference themes: *

   - Interactive storytelling methods
   - Interactive videos
   - Video games
   - Location-based technology (with augmented reality)
   - Virtual reality experiences&movies
   - Augmented reality in interactive storytelling
   - Games-based performing arts practices using new technology tools
   - Interactive Museum
   - Immersive environments (media archeology and phenomenological approach)

Proposals may be for a paper or a panel and should be related to at least
one of the conference themes. Deadline for submitting the proposals is *June
15, 2018. *

*Submission categories:*

   1. Project demo (concrete near to finished original works, with external
   links)
   2. Research paper (reflecting on an empirical study related to
   conference themes)
   3. Theoretical overviews

Please use keywords when submitting your proposal.

*Keynote speakers:*
Catherine Allen (UK) – BAFTA winning immersive media specialist.
Mirka Duijn (NL) - International Emmy Award winning filmmaker, interaction
designer.
Dr. Mirko Stojkovic (SR) – University professor, dramaturg, The Faculty of
Dramatic Arts, Belgrade.

*Relevant information:*
The conference will have 6 sections, in order to present the above
mentioned issues from several points of view. We are also inviting research
labs, movie professionals and immersive performing art companies to
showcase their work or present it during the conference.

*Best Paper Award*
If you'd like to be considered for the best paper award and also be
considered for a presentation at *International Conference of Interactive
Digital Storytelling* (icids.org) please send a full paper in the Lecture
Notes in Computer Science (LNCS) format, available at:
http://www.springer.com/computer/lncs?SGWID=0-164-6-793341-0  (The
conference will take place in Dublin, between 5-8 December, 2018)

*Further details will soon be available on:* www.mome.hu

Please send us your abstract (max 350 words) and a short bio (max. 300
words) to the address: [log in to unmask] and please in CC: [log in to unmask] by
15th of June, 2018. The papers will be reviewed by the conference
committee. If your proposal will be accepted you will be given 20 minutes
for your presentation. Registration fee: 50 Euro. The organizers cannot
cover travel, accommodation and lodging costs. Upon request we can provide
you invitation letter.

*Organised by:* Moholy-Nagy University of Art and Design, Budapest;
zip-scene.com

*Strategical partner:* Sapientia Hungarian University of Transylvania,
Department of Film, Photography and Media

*Supported by:* the National Cultural Fund (NKA)

*Consultant on behalf of ICIDS:* Hartmut Koenitz



[1] Joshua A Fisher. Empathic Actualities: Toward a Taxonomy of Empathy in
Virtual Reality. In: Nunes N., Oakley I., Nisi V. (eds) *Interactive
Storytelling. ICIDS 2017. Lecture Notes in Computer Science*, vol. 10690.
Springer, Cham, 2017
[2] Murray, J. (1998/2016 (new edition)). Hamlet on the Holodeck: The
Future of Narrative in Cyberspace. Cambridge: The MIT Press.
[3] Bogost, I. (2007). Persuasive Games: The Expressive Power of
Videogames. Cambridge, MA: The MIT Press.
[4] Katja Kwastek, *Aesthetic of Interaction in Digital Art*, MIT Press,
Cambridge-London, 2013
[5] Gernot Böhme. Atmosphere as the Fundamental Concept of a New
Aesthetics. In *Thesis Eleven, 1993*, 36; 113. DOI 10.117/072551369303600107
[6] Steve Benford – Gabriella Giannachi. *Performing Mixed Reality*. 2011,
MIT Press, Massachusetts
[7] Koenitz, H. (2015). Towards a Specific Theory of Interactive Digital
Narrative. In H. Koenitz, G. Ferri, M. Haahr, D. Sezen, & T. I. Sezen
(Eds.), *Interactive Digital Narrative* (pp. 91–105). New York: Routledge.
[8] Jesse Damiani. Virtual Reality vs. 360 Degree Video - Semantic Divide
(Last seen: 24.04.2018,
https://uploadvr.com/virtual-reality-vs-360-degree-video-semantic-divide/

-- 
*Zip-Scene Conference on Immersive Storytelling
<http://mome.hu/en/aktu%C3%A1lis/1704-zip-scene-conference-analogue-and-digital-immersive-environments-call-for-papers>,
**8-10
November, Budapest @Moholy-Nagy University of Art and Design, Budapest*



*Interested in performing arts&game design&new tech? Check out my blog:
zip-scene.com <http://zip-scene.com> or for random updates follow it on
Facebook <https://www.facebook.com/zipsceneonline/>.*
Telefon: +36 70 383 28 47 // Skype: zoldjadviga


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