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REFRESH! call for participation
CALL FOR PAPERS
REFRESH!    FIRST INTERNATIONAL CONFERENCE ON
THE HISTORIES OF MEDIA ART, SCIENCE AND TECHNOLOGY
Banff New Media Institute, Canada, September 28 - October 3, 2005
http://www.mediaarthistory.org          Deadline: Dec. 1st 2004
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"The technology of the modern media has produced new possibilities of
interaction... What is needed is a wider view encompassing the coming
rewards in the context of the treasures left us by the past experiences,
possessions, and insights."
(Rudolf Arnheim, Summer 2000)

Recognizing the increasing significance of media art for our culture,
this Conference (Evening of Sept. 28th, Sept. 29th, 30th, October 1st)
on the Histories of Media Art will discuss for the first time the
history of media art within the interdisciplinary and intercultural
contexts of the histories of art.  Leonardo/ISAST, Banff New Media
Institute the Database for Virtual Art and UNESCO DigiArts are collaborating
to produce the first international art history conference covering art and
new media, art and technology, art-science interaction, and the history
of media as pertinent to contemporary art.

Held at The Banff Centre, featuring lectures by invited and selected
speakers, the latter being chosen by an international jury from a call
for papers, the main event will be followed by a two-day summit meeting
(October 2-3, 2005) for in-depth dialogues and international project
initiation (proposals welcome).

For more information on the conference, please visit:  

   http://www.MediaArtHistory.org

Papers are invited from scholars and postgraduates in any relevant
discipline, particularly art history and new media, art and technology,
the interaction of art and science, and media history, are encouraged to
submit for the following sessions:  (Please address your proposals to
the sessions with the Priority A to C)

I.  MediaArtHistories: Times and Landscapes I and II
I.  After photography, film, video, and the little known media art history
of the 1960s-80s, today media artists are active in a wide range of digital
areas (including interactive, genetic, telematic and nano art). The Media
Art History Project offers a basis for attempting an evolutionary history
of the audiovisual media, from the Laterna Magica to the Panorama,
Phantasmagoria, Film, and the Virtual Art of recent decades. This panel
tries to clarify, if and how varieties of Media Art have been splitting up
during the last decades. It examines also how far back Media Art reaches as
a historical category within the history of Art, Science and Technology.

2. Although there has been important scholarship on intersections between
art and technology, there is no comprehensive technological history of art
(as there are feminist and Marxist histories of art, for example.) 
Canonical histories of art fail to sufficiently address the inter-relatedness
of developments in science, technology, and art.  What similarities and
differences, continuities and discontinuities, can be mapped onto artistic
uses of technology and the role of artists in shaping technology throughout
the history of art?  This panel seeks to take account of extant literature
on this history in order to establish foundations for further research and
to gain perspective on its place with respect to larger
historiographical concerns.

II. Methodologies
This session tries to give a critical overview of which methods art history
has been using during the past to approach media art. Papers regarding
media archaeological, anthropological, narrative and observer oriented
approaches are welcome. Equally encouraged are proposals on iconological,
semiotic and cyberfeministic methods.

III. Art as Research / Artists as Inventors
Do "innovations" and "inventions" in the field of art differ from those
in the field of technology and science? Do artists still contribute anything
"new" to those fields of research - and did they ever in history? Which
inventions changed the arts as well as technology and the media? These
questions will be discussed in a frame from the 19th century until today,
special foci of interest are:
- modernism and the birth of media technology 1840 - 1880
- the utopia of merging art and technology in the 1920s and 1960s
- the crisis of the "new" vs. digital media art innovations since the 1980s

IV. Image Science and 'Representation': From a Cognitive Point of View
Although much recent scholarship in the Humanities and Social Sciences has
been "body-minded," this research has yet to grapple with a major problem
familiar to contemporary cognitive scientists and neuroscientists. How do
we reconcile a top-down, functional view of cognition with a view of human
beings as elements of a culturally shaped biological world? Current scientific
investigations into autopoiesis, emotion, symbolization, mind-body relations,
consciousness, "mental representations", visual and perceptual systems Šopen
up fresh ways of not only figuring the self but of approaching historical as
well as elusive electronic media --again or anew--from the deeper vantage of
an embodied and distributed brain. Papers that struggle concretely to relate
and integrate aspects of the brain basis of cognition with any number of
pattern-making media are solicited to stimulate debate.

V. Collaborative Practice/ Networking (history)
In a network people are working together, they share resources and knowledge
with each other - and they compete with each other. This process has sped up
enormously within a few decades and has reached a new quality/dimension. It
is the computer who had and has a forming influence on this change - from
the Mainframes of the 50s and 60s to the PCs of the 70s and the growing
popularity of the Internet during the 90s of the past century. The dataflow
created new economies and new forms of human communication - and last but
not least the so-called globalization.

VI. Pop/Mass/Society
The dividing lines between art products and consumer products have been
disappearing more and more since the Pop Art of the 1960s. The distinction
between artist and recipient has also become blurred. Most recently, the
digitalization of our society has sped up this process enormously. In principle,
more and more artworks are no longer bound to a specific place and can be
further developed relatively freely. The cut-and-paste principle has become
an essential characteristic of contemporary culture production. The spread of
access to the computer and the internet gives more people the possibility to
participate in this production. The panel examines concrete forms, as for
example computer games, determining the cultural context and what consequences
they could have for the understanding of art in the 21st century.

VII a. Collecting, preserving and archiving the media arts
Collections grow because of different influences such as art dealers, the art
market, curators and currents in the international contemporary art scene.
What are the conditions necessary for a wider consideration of media art
works and of new media in these collections?

VII b. Database/New Scientific Tools
Accessing and browsing the immense amount of data produced by individuals,
institutions, and archives has become a key question to our information
society. In which way can new scientific tools of structuring and visualizing
data provide new contexts and enhance our understanding of semantics?

VIII. Cross-Culture - Global Art
Issues of cultural difference will be included throughout Refresh!  However,
the panels in Cross-Culture--Global Art provide an opportunity to examine
cross-cultural influences, the global and the local.  Through these sessions
 we hope to construct the histories, influences and parallels to new media
art and even the definitions of what constitutes new media from varied
cultural perspectives.  For example, how what are the impacts of narrative
structures from Aboriginal and other oral cultures on the analysis and
practice of new media?  How do notions of identity shift across cultures
historically, how are these embedded and transformed by new media practice? 
What philosophical perspectives can ground our understandings of new media
aesthetics?  How does globalization and the construction of global contexts
such as festivals and biennials effect local new media practices? We encourage
papers from diverse cultural perspectives and methodologies.

IX. What can the History of New Media Learn from History
of Science/Science Studies?
As in the case of artists working in traditional media who have engaged
science and technology, new media artists must be situated contextually
in the "cultural field" (Kate Hayles) in which they have worked or are
working.  Science and technology have been an important part of that cultural
field in the twentieth century, and the history of science and science
studies-along with the field of literature and science--offer important
lessons for art historians writing the history of new media art.  This
session invites papers from art historians and scholars in science-related
disciplines which explore methodological and theoretical issues as well as
those that put interdisciplinary approaches into practice in studying
new media art.

X. Rejuvenate: Film, sound and music in media arts history
During an earlier period of new media arts discourse, time-based media were
often considered to be "old media." While this conceit has been tempered,
 we still need to consider the sophistication and provocation of film, sound
 and music from the perspective of media arts history. This session invites
papers, which examine the return of old media, thick in their natural habitat
 of the discourses, practices and institutions of the arts, entertainment,
science, everyday life, wherever they existed.

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Please send a 200 word proposal and a very brief curriculum vitae by
December 1st, 2004
via e-mail to: [log in to unmask]
Full papers (5000 to 7000 word long) must be received via e-mail
by July 1st., 2005. Details about their format will be sent separately
to the participants. All Papers will be considered for publication.
Registration information soon: www.banffcentre.ca/bnmi/
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www.MediaArtHistory.org

SUPPORTED BY:  LEONARDO, BANFF NMI, DATABASE OF VIRTUAL ART,
GERMAN RESEARCH FOUNDATION, UNESCO DIGIARTS, VILLA VIGONI, INTEL


HONORARY BOARD
Rudolf ARNHEIM; Frank POPPER; Jasia REICHARDT; Itsuo SAKANE, Walter ZANINI

ADVISORY BOARD
Andreas BROECKMANN, Berlin; Paul BROWN, London; Karin BRUNS, Linz;
Annick BUREAUD, Paris; Dieter DANIELS, Leipzig; Diana DOMINGUES,
Caxias do Sul; Felice FRANKEL, Boston; Jean GAGNON, Montreal;
Thomas GUNNING, Chicago; Linda D. HENDERSON, Austin; Manrai HSU,
Taipei; Erkki HUHTAMO, Los Angeles; Ángel KALENBERG, Montevideo;
Ryszard KLUSZCZYNSKI, Lodz; Machiko KUSAHARA, Tokyo;
W.J.T. MITCHELL, Chicago; Gunalan NADARAJAN, Singapore;
Eduard SHANKEN, Durham; Barbara STAFFORD, Chicago;
Christiane PAUL, New York; Louise POISSANT, Montreal;
Jeffrey SHAW, Sydney; Tereza WAGNER, Paris; Peter WEIBEL, Karlsruhe;
Steven WILSON, San Francisco.

BANFF
Sara DIAMOND, Director of Research and Artistic Director of BNMI (Local Chair)
Susan KENNARD, Executive Producer of BNMI (Organisation)
www.banffcentre.ca/bnmi/

LEONARDO
Annick BUREAUD, Director Leonardo Pioneers and
Pathbreakers Art History Project, Leonardo/OLATS
www.olats.org

PUBLICATIONS COMMITTEE
Chair: Roger F MALINA, Chair Leonardo/ISAST
www.leonardo.info

CONFERENCE DIRECTOR & ORGANISATION
Oliver GRAU, Director Immersive Art & Database of Virtual Art
Humboldt University Berlin
http://virtualart.hu-berlin.de