The Digital in Depth:
An Interdisciplinary Symposium on Depth in Digital Media
FRIDAY 30th MAY, 2014
Hosted by the Institute of Advanced Study
and the Department of Film and Television Studies
Millburn House, University of Warwick, CV4 7HS
Keynote Speaker: Dr. Lisa Purse (University of Reading, Author of Digital Imaging in Popular Cinema and Contemporary Action Cinema)
Extended deadline for abstracts: FRIDAY 4TH APRIL 2014
This symposium explores the ways in which depth imagery is constructed and consumed in contemporary digital practices, and the ways in which we might interpret it. Most digital platforms’ content is consumed through flat screens and yet many of their aesthetics seem anxious to convey the illusion of depth. This curious and ubiquitous paradox is visible, for example, in digital cinema’s most recent spate of 3-D films and the institutional dimensionality of videogames’ fictional environments through which the player wanders. In computing, also, user interfaces and head-up displays demonstrate a renegotiated relationship to the image that is dependent on deep spaces made immediately accessible for spectators and users.
This symposium will investigate the different media that characterise contemporary culture and the aesthetic, cultural and political implications of their digital depth. How is this illusion of depth constructed, and to what ends? The symposium will investigate avenues through which academia might read and interpret both these images and the changing mediascape of which they are a part. It will also ask what these digital constructions of depth demonstrate about the changing culture that they help to construct.
20 minute papers might address (but are not limited to) the following areas:
- Digital cinema (e.g. 3-D, IMAX, HFR and digital cinematography, editing depth imagery, varying modes of distribution)
- Television (e.g. digital television aesthetics, 3-D and HD television sets, 3-D sports and documentary programming)
- Videogames (e.g. stereoscopic games, virtual reality and illusions of three-dimensional space in non-stereoscopic texts, the Oculus Rift, handheld stereoscopic platforms)
- Computing (e.g. user interfaces, head-up displays [HUD], Google Glass, internet browsers, and stereoscopic internet content)
- Webcomics and e-books (e.g., aesthetics, production, exhibition, renegotiating tactility, the question of the ‘page’)
- 3-D printing and holograms (e.g. their industrial, military, medical and entertainment-based uses)
- The expressivity of digital depth and its ways of constructing meaning
- Historical perspectives on depth imagery, both digital and analogue, and the relationship between the two
- The temporality of digital depth and its aesthetics (e.g. the long take in film/television, experiential readings of videogames’ first person aesthetics)
- The psychological and sociological effects of depth media
- Digital depth in relation to genre
Please send abstracts (max 200 words), and a brief biographical note to Dr. Owen Weetch ([log in to unmask]) by FRIDAY 4th APRIL 2014. Decisions will be announced in early April. For more information, follow us on twitter @digitalindepth.
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