Archive for the Interactive Arts Category

CFP: International Journal of People-Oriented Programming (IJPOP)

********************* CALL FOR PAPERS *********************
***INAUGURAL ISSUE***

SUBMISSION DUE DATE:     1st May 2010

International Journal of People-Oriented Programming (IJPOP)

Official publication of the Information Resources Management Association
www.igi-global.com/IJPOP

Co-Editors-in-Chief:  Steve Goschnick & Sandrine Balbo
Published: Semi-annual (both in Print and Electronic form)

Mission of IJPOP:

The International Journal of People-Oriented Programming (IJPOP) is
cross-discipline in range yet singularly focused on empowering
individuals to conceptualise, design, program, configure and
orchestrate Internet-powered mashups, game mods (modifications),
aggregate and structure personal media and build standalone
cloud-based and client-side applications (on smartphones, netbooks,
laptops, desktops, home network and novel appliances)  into
self-fashioned tools and products that ultimately suit the user’s own
unique needs and aspirations. Other individuals may well take up such
apps, mods and mashups for themselves, further customising, enhancing
and embellishing them, or they may in part be used in a social or
family context (to the benefit of the collective aspirations of those
Social Worlds of which the individual is a part)  nonetheless, the
focus of composition, development and customisation is on a product
for oneself,  upon theory, concepts, techniques, methodologies and
ultimately tools that service a market of one. Our mission is to be
the first journal that comes to mind to academics and practitioners
alike and remain the best with regard to all aspects of
People-Oriented Programming. Our papers and reviews will be insightful
and compelling to both educators and researchers, and often to a wider
audience too  the people for whom this paradigm of software
development has come about.

International Editorial Review Board:

* Prof. David Benyon,
School of Computing, Edinburgh Napier University, UK
* Prof. Birgit Bomsdorf,
Applied Computer Science, Fulda University, Germany
* Dr. Lawrence Cavedon, Senior Researcher, National ICT Australia (NICTA)
* Ass. Prof. Erik Champion, Auckland School of Design, Massey University, NZ
* Prof. Karin Coninx, EDM, Hasselt University, Belgium
* Prof. Larry Constantine, University of Madeira, Portugal
* Ass. Prof. Virginia Dignum,
Policy & Management, Delft University of
Technology
, NL
* Dr. Anke Dittmar, University of Rostock, Germany
* Prof. Alan Dix, InfoLab21, Lancaster University, UK
* Dr. Rod Farmer, Experience Strategy, Vodafone Hutchison Australia
* Prof. Geraldine Fitzpatrick, Vienna University of Technology, Austria
* Prof. Peter Forbrig, Rostock University, Germany
* Dr. Martin Gibbs, DIS, University of Melbourne, Australia
* Prof. Patrick Girard,
LISI, Ensma, France
* Dr. Judith Good,
Director, IDEAs Lab, The University of Sussex, UK
* Prof. Michael N. Huhns, University of South Carolina, USA
* Prof. Christophe Kolski, LAMIH, University of Valenciennes, France
* Prof. Ryszard Kowalczyk, CS3, Swinburne University, Australia
* Prof. Jiming Liu, Hong Kong Baptist University
* Prof. Kris Luyten, Expertise Centre for Digital Media, Hasselt
University, Belgium
* Prof. Philippe Palanque,
IRIT, University Paul Sabatier, France
* Dr. Fabio Paterno,
CNR, Italy
* Ass. Prof. Philippe Pasquier,
SIAT, Simon Fraser University, Canada
* Dr. John Rooksby, Computer Science, University of St Andrews, UK
* Dr. Mark Rouncefield,
Computing Department, Lancaster University, UK
* Dr. Dominique Scapin, INRIA, France
* Prof. Graeme Shanks, DIS, University of Melbourne, Australia
* Prof. Ian Sommerville, University of St Andrews, UK
* Prof. Ulrike Spierling, University of Applied Sciences, Erfurt, Germany
* Prof. Constantine Stephanidis, ICS, Greece
* Prof. Leon Sterling, Faculty of ICT, Swinburne University, Australia
* Prof. Christian Stary, Kepler University, Linz, Austria
* Peter J. Wild, Independent Researcher, Cambridge, UK
* Prof. Gerrit van der Veer,
School of Computer Science, Open University, NL

Associate Editors

* Dr. Connor Graham, Independent Researcher, Singapore
* Ass. Professor Yusuf Pisan, University of Technology Sydney, Australia
* Ass. Professor Aaron Quigley, HITLab, University of Tasmania, Australia
* Dr. Christine Sun, www.taiwan.com.au, Australia
* Dr. Daniel Sinnig, Concordia University, Canada

SCOPE:

People-Oriented Programming requires high-level tools to empower both
the technical and non-technical user, which in turn calls upon
research into meta-models that inform design and construction, that
aid comparisons of these tools, and facilitates the interchange of
content between them. The meta-models of most interest to POP
initially, are drawn from two disparate disciplines  the Task
Analysis
(TA) and Agent-Oriented (AO) paradigms both of which often
have models with representations of entities matching the needs of
POP, e.g. goal, task, object, agent, individual, role, intention and
communication.  Several AO architectures and methodologies have called
upon branches of Psychology to formulate AO meta-models that
incorporate mentalistic notions such as perception, motivation and
intention, but which are most often aimed at constructing artificial
humans and the like. In POP we too call upon those same Psychologies
and similarly enhance and formulate meta-models and methodologies
influenced by them, but with the intention of augmenting and
empowering the individual human, in areas where they themselves desire
aid or have identified a gap in their own abilities or resources,
which they want to enhance.

From Sociology, POP draws upon ethnography with a focus on
self-ethnography using tools such as cultural probes, life blogs and
life logs to capture aspects of the individual’s own life, themselves
(or through a life coach), from which they draw the desire and/or
frame the need for new technological artefacts to be used in their own
lives. Interactivity, with respect to facilitating and streamlining a
regular user’s intention to build their own artefacts, and
situatedness in terms of the individual’s current location and
activities, are two other facets of HCI (human computer interaction)
that POP encompasses.

Video gaming is the first application area where large numbers of
everyday users have been able to envisage and then developed their own
innovations within existing games. So-called game mods are working
examples of POP where players have appropriated userfriendly tools,
usually built into the game engines by the vendors (e.g. The Sims,
World of Warcraft, etc.). Video games have joined other media (e.g.
movie, novel, comic) in the new genre of transmedia storytelling (e.g.
franchises such as Tomb Raider, The Matrix, Harry Potter), allowing
the player to enter the story ’so far’, extending it in the ‘now’,
constructing their own individualised narratives and increasingly,
with the capability to enhance and extend the realm of the game
itself. These individual constructed game mods allow players to extend
virtual realms and narratives in real-time, in directions often
unforeseen by the game engine makers.  Such activities are
increasingly a part of an individual’s entertainment and education.
Game modding as described, and the engines and tools that enable it,
are within the scope of POP.

Internet-based mashup tools (e.g. Google Wave) have opened up a second
application front beyond game mods, where POP is likely to gain mass
adoption and occasionally produce radical user innovation. The
selection and orchestration of disparate distributed services (e.g.
web services; information feeds; the Cloud) by an individual within a
user-friendly toolkit or framework, is also in the scope of POP. While
the formal protocols and the technical enactment of such specific
services are of little interest here, the quality, access, usage,
aggregation and orchestration of them by the individual themselves,
into a personalised synergy of capability made available through some
enacting technology, are of acute interest to POP. Modeling techniques
and people-friendly notations that bridge and coordinate distributed
services together with local resources within POP tools  ones that
the layperson can understand and use in conceptualising their designs
- encompasses another cross-discipline facet of POP.

RECOMMENDED TOPICS:

Topics to be discussed in this journal include (but are not limited
to) the following:

* Activity theory and modeling
* Agent meta-models, mental models
* Alert filter and notification software, automated task assistance
* Augmented reality, augmented interaction
* Automating personal ontologies, personalised content generation
* Client-side conceptual modeling
* Computational models from psychology
* Context-aware systems, location-aware computing, ubiquitous computing
* Cultural probes, self-ethnography
* End-user composition, end-user multi-agent systems
* Game development support tools
* Game mods, game engines, open game engines
* Home network applications
* Human-centred software development
* Interface generators, XML-based UI notation generators
* Interface metaphors
* Life logs, life blogs, feed aggregators
* Mashups, mashup tools, cloud mashups
* Model-driven design, didactic models, model-based design and implementation
* New generation visual programming
* Personal interaction styles, touch and gestures
* People-Oriented Programming (POP)
* People-Oriented Programming case studies
* Personal ontologies and taxonomies
* Personalisation, individualisation, market of one
* Personas and actors
* Real-time narrative generation engines
* Role-based modeling
* Service science for individuals
* Situated computation, social proximity applications
* Smart-phone mashups, home network mashups, home media mashups
* Software analysis & design, software process modeling
* Software component selection
* Speech and natural language interfaces
* Storyboarding, scenarios, picture scenarios
* Task flow diagrams, Task-based design
* Task models, task analysis, cognitive task models, concurrent task modeling
* Use case models, user interface XML notations
* User-centered design, usage-centered design
* User interface tools, XML-based UI notations
* User modelling, end user programming, end user development
* Wearable computing, bodyware
* Web-service orchestration, web-service co-ordination

SUBMITTING TO IJPOP:
Prospective authors should note that only original and previously
unpublished articles will be considered. INTERESTED AUTHORS MUST
CONSULT THE JOURNALS GUIDELINES FOR MANUSCRIPT SUBMISSIONS at
http://www.igi-global.com/development/author_info/guidelines
submission.pdf PRIOR TO SUBMISSION. All article submissions will be
forwarded to at least 3 members of the Editorial Review Board of the
journal for double-blind, peer review. Final decision regarding
acceptance/revision/rejection will be based on the reviews received
from the reviewers. All submissions must be forwarded electronically
to stevenbg@unimelb.edu.au.

PUBLISHER:
The International Journal of People-Oriented Programming (IJPOP) is
published by IGI Global (formerly Idea Group Inc.), publisher of the
Information Science Reference (formerly Idea Group Reference),
Medical Information Science Reference, Business Science Reference,
and Engineering Science Reference imprints. For additional
information regarding the publisher, please visit www.igi-global.com.

All inquiries and submissions should be should be directed to the attention of:

Steve Goschnick
Co-Editor-in-Chief
International Journal of People-Oriented Programming
E-mail: stevenbg@unimelb.edu.au
www.igi-global.com/IJPOP
_______________________________________________

Meaningful Play

Meaningful Play 2010
October 7 - 9, 2009
East Lansing, MI, USA
http://meaningfulplay.msu.edu

Meaningful Play Conference

Call for Submissions

After the great success of Meaningful Play 2008, we are happy to send out of the call for submissions for the upcoming International Academic Conference on Meaningful Play 2010, taking place October 7-9, 2010 in East Lansing, Michigan, USA.

Whether designed to entertain or to achieve more “serious” purposes, games have the potential to impact players‘ beliefs, knowledge, attitudes, emotions, cognitive abilities, physical and mental health, and behavior.

Meaningful Play 2010 is a conference about theory, research, and game design innovations, principles and practices.   Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways. The conference will include thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry discussions), innovative workshops, roundtable discussions, and exhibitions of games and prototypes.

Paper, Panel, Poster, Roundtable, Workshop, and Game Submissions are sought from both researchers and practitioners in academia and industry. Graduate and advanced undergraduate students are also encouraged to submit either jointly with an academic/member of industry or alone.

Details on the conference, including the call for submissions, is available at:
http://meaningfulplay.msu.edu

Global Game Jam at Miami University

Some great games at Global Game Jam @ Miami University. 25 People worked all weekend to make a game.   Participants range from 14-30, and included student artists, experienced programmers, high school students and lots of game-loving creative minds. See more at http://aims.muohio.edu.gamejam.Spain in Space Game

Digital Prototype Introduction

 


A good digital prototype convinces us of its reality and compels us to make it real. It is an imaginative piece of visual fiction that excites our interest and sates our needs.  It does not exist, but we want to it to exist. It has not been made, but we are eager for its production.  If you have succeeded at proposing an engaging idea, we want to check our accounts to find a way to afford it, our maps to figure out a way to visit it, or an encyclopedia for its nearest substitute. 

 

A good digital prototype is a proof of concept so convincing that we want t it to be real. As project stakeholders, we are willing to invest money and resources into it. We are so excited by its potential reality that we are willing to takes risks to make it work.  It is not merely an illustration; it is a perfect fiction to which we excitedly subscribe.  Much like the digital prototype in engineering, it is plausible, not merely possible. It is proof of a possibility, illustrative of the probable wonder in a previously unpresented solution. 

More information . . . .

Creating and Evaluating Experiences of Role-Playing Games

Creating and Evaluating Experiences of Role-Playing Games

The Electronic Edition of the Book for Solmukohta 2008. Edited by Markus Montola & Jaakko Stenros.

ISBN 978-952-92-3579-7 (paperback) ISBN 978-952-92-3580-3 (pdf)

Download the Electronic Edition of Playground Worlds as a pdf

Playground Worlds is a collection of articles on role-playing games by leading researchers, artists and other experts. The book documents the theory and practice of the Nordic role-playing scene – one of the most vibrant in the world -– and presents numerous methods and techniques that are directly applicable to larp design and production. It also offers a peek into some Anglo-American role-playing cultures.

The book is divided into three sections. Community and Journalism includes articles on role-player communities written particularly with an eye for approachability. Art and Design covers role-play as the product of a creative process, exposing philosophies and intentions behind specific role-playing works while providing advice and guidance for prospective designers. The Research and Theory section focuses on recent advances in analytic and academic thought on role-play.

Future Play @ Vancouver Digital Week 2010

Future Play @ Vancouver Digital Week 2010: The International Academic
Conference on the Future of Game Design and Technology
May 6-7 2010, Vancouver, British Columbia, Canada
Vancouver Convention and Exhibition Center

Call for Papers

Overview
Future Play 2010 will be held alongside Game Developers Conference®
(GDC) Canada during Vancouver Digital Week 2010. Vancouver Digital Week
includes a series of events for top creative minds and business leaders
working in Digital Media. We are pleased to present Future Play at the
Vancouver Convention Center, in Vancouver British Columbia, Canada, May
6-7 2010.

Since 2002, Algoma University has been hosting Future Play, an
international conference to advance game design and technology. Future
Play features cutting-edge peer¬-reviewed academic research and
discussion on creative and experimental game design and development.
Future Play brings together researchers, developers, and government
partners for formal and informal engagement and examination of emergent
features of computer game development for entertainment, for
learning/teaching, for serious purposes and to impact society. Future
Play also provides an important forum for future game development talent
to gain perspective on the knowledge, skills and attitude required to
succeed in the game development world. Beginning with Future Play 2007
Algoma University has teamed up with the Ontario University Institute of
Technology to give Future Play attendees the chance to interact with
some of the most talented people in the games world today.

GDC® Canada is a forum for Canadian developers to share best practices
for fostering ingenuity and quality games within their region and
distributed globally. This event emphasizes studying the challenges and
opportunities of creating games with long production cycles, large
development teams, and multi-platform releases.

Scope of the Conference
Future Play addresses issues in Game Design, Art, and Technology by
enabling thought ¬provoking presentations from leaders in academia and
industry, peer ¬reviewed research presentations, workshops (including
design, technology, and career workshops), and exhibitions of posters,
games, and the latest game technologies and systems available from
industry ¬leading vendors.

Topics of interest to Future Play include, but are not restricted to,
the following:

Design and Human Factors:
Social and ethical issues for games
Interdisciplinary issues
Gender issues
Narrative Design

Innovations in Technology:
Software engineering for games
Artificial intelligence for games
Innovative rendering algorithms
Game engine design
Networking and multiplayer support

Innovations in Art and Production:
Animation and motion capture
Modeling & Rigging Methodologies
Sound and music Design/Production

Education and Serious Games:
Games for Education
Games for Health
Game-based Learning
Game-based Curriculum
Bridging the academia-¬industry gap

Paper submissions must present original, unpublished research. Papers
under review elsewhere must not be submitted to Future Play. The
following categories of papers will be accepted:

Full papers (8 pages):
Should present original reports of substantive new work - eight page
maximum. Accepted full papers will be presented in the form of a 20
minute presentation at the conference. Individual presentations will be
grouped by topic into sessions by conference organizers.

Short papers (4 pages):
Should present interesting recent results or novel thought-provoking
ideas that are not quite ready for a regular full-length paper. Four
page maximum.  Accepted short papers will be presented in the form of
either a poster or 20 minute presentation at the conference.

Extended Abstracts (2 pages):
Late-¬breaking advances and work ¬in ¬progress reports from ongoing
research are encouraged to be submitted as extended abstracts – two
pages maximum.  These will be presented in the form of a poster
presentation throughout the conference.
Papers must adhere to ACM formatting — Portable Document Format (PDF)
formatted in two-column conference style. LaTeX and Microsoft Word
templates will be made available from the Future Play website
(http://futureplay.org ).  Further details regarding ACM formatting are
available via the following ACM URL:
http://www.acm.org/sigs/publications/proceedings-templates

All submissions will be peer reviewed and evaluated based on
originality, technical and/or research content/depth, correctness,
relevance to the conference, contributions, and readability. All
accepted papers (full, short, and poster) will be included in the
distributed conference proceedings and the online ACM digital library.

Since 2007 proceedings of the Future Play conference have been included
in the Association for Computing Machines (ACM) digital library. The
Program Committee is currently working with ACM to ensure
“in-cooperation” status for Future Play 2010 and we are confident this
will be granted this year again. Pending ACM approval, accepted
submissions will be included in the ACM Digital Library.

Please submit your paper via the EasyChair conference system available
via the following URL:
https://www.easychair.org/login.cgi?conf=futureplaygdccanada2010

Conference Chairs
Bill Kapralos, University of Ontario Institute of Technology
Andrew Hogue, University of Ontario Institute of Technology
Simon Xu, Algoma University
Jay Rajnovich, Algoma University (Chair Emeritus)

Important Dates (TENTATIVE)

Submission deadline:            March 5, 2010
Notification:                   April 9, 2010
Final paper submission:         April 23, 2010

The City of Vancouver
Bordered by the Coast Mountain Range and the Pacific Ocean, Vancouver is
recognized as one of the world’s most livable cities. Archaeological
evidence shows that the Coast Salish people had settled the Vancouver
area by 500 BC. In the 1870s, Vancouver was founded as a sawmill
settlement called Granville. And in 1886, the city was incorporated and
renamed Vancouver after Captain George Vancouver, a British naval
captain who explored the area in 1792. Vancouver is the eighth largest
city in Canada with a population of 578,000 (2006 census) and has one of
the mildest climates in Canada with temperatures averaging around 3
degrees Celsius in January and 18 degrees Celsius in July. It covers
114.7 sq km (44.3 sq miles), and is part of Metro Vancouver, the third
largest metropolitan area in Canada, with a population of 2.1 million
(2006 census). The City of Vancouver is renowned for its innovative
programs in the areas of sustainability, accessibility and inclusivity.
In 2010, Vancouver will host the world at the 2010 Olympic and
Paralympic Winter Games. Vancouver has more than 200 diverse parks, but
Vancouver’s most famous park is Stanley Park. One of the largest urban
parks in the world, with 150 year old forest, 8.85 km of seawall, and
many popular attractions.

The Vancouver Convention and Exhibition Centre
Built on the original Pier B-C on Vancouver’s Waterfront, the Vancouver
Convention Centre first served as the Canada Pavilion for the World’s
Fair Expo in 1986. Since then, it has grown to become recognized as one
of the leading convention centres in the world.  It has been designated
a Power Smart Convention Centre by BC Hydro, awarded the “GO GREEN”
certificate from the Building Owners and Managers Association (BOMA) for
industry-approved, environmental best practices in building management,
and contains a living roof, seawater heating and cooling, on-site water
treatment and fish habitat built into the foundation of the West
Building making it one of the “greenest” convention centres in the
world.  The Convention Centre is located at 1055 Canada Place,
Vancouver, BC, V6C 0C3, Canada. (http://www.vancouverconventioncentre.com/)

For Further Information
For further Information, updates, and to register please consult the
official Future Play 2010 website at http://www.futureplay. General
inquiries about Future Play 2010 can be directed to futureplay@algomau.ca.

Global Game Jam: Sign Up Now

Signup for the 2nd Global Game Jam has begun.

Global Game Jam participants

The Global Game Jam is an international computer game making festival, where people all over the world race to make an original game in a single weekend. In 2009, the first Global Game Jam involved 1600 people, from 23 countries. From Caracas to Tokyo they made 370 games in one weekend. As the organizers put it, “lives were changed, jobs found, ideas sold, collaborations and opportunities abound.”

Miami University is a site location for the second Global Game Jam ever. We will be hosting participants for the 2010 Global Game, on January 29-31, 2010. For independent game makers, students, and game enthusiasts this is a one-of-kind experience. The event, organized by the International Game Developer’s Association, is the only event of its type in the world.

The Armstrong Institute for Interactive Media studies will be partnering with the Computer Science and Software Engineering department at Miami University to make our school one of the best locations in the Global Game Jam community. Participation is not limited to those areas nor is it limited to members of the Miami community. We strongly encourage everyone with a passion for game making and interactive media to participate. Teams include artists, sound designers, interaction designers, programmers, and anyone with passion for game making. Everyone from high school students to industry professionals may participate. Participants may even receive international press for their game designs. Registration is now available.

I was a guest designer at the Chicago location for the Global Game in 2009 and the energy was fantastic. People fall into a rhythm and really have fun at the event. Spending one intense weekend developing a game is a nice way to add to your portfolio, finally get started on that game you’ve been meaning to make, experience game design, or simply bond with other people who share your passion.

From the 2010 Global Game Jam press release:
“Game Jams foster innovation and experimentation. If you have ever wanted to make a game, be a part of a team, or go outside of your usual working method, then a game jam is for you. It’s all about making games and in the GGJ you’re part of a global experiment in creativity. A game jam is not for the faint of heart though. It’s two days of hard work, experimentation, little sleep, collaboration, new friends, great ideas, laughs, technical issues and the time of your life.

Everyone is given similar constraints and rules to make their games, it is amazing how different and culturally diverse the games will be. The Nordic Game Jam has honored GGJ with being the flagship Game Jam. The goal is to provide a vehicle for professional developers, students and hobbyist to come together and have an incredible experience in collaboration and inventiveness. The GGJ works perfectly into the mission of the International Game Developers Association, ‘Connecting members with their peers & promoting professional development.’ A Game Jam is not a competition, it is unique ‘idea space’ where sometimes things work and sometimes they don’t. “

If you are interested in creating a team, you should being to organize yourselves now. The strongest teams balance designers, artists, and developers. The Global Game Jam will be accepting participants soon, so get ready for this exceptional opportunity! You can learn more about the Miami University Global Game jam at http://aims.muohio.edu/gamejam.

Awkard Call for Submissions

Are you…awkward?

As humans we are faced with awkward moments everyday and until now
they have been a common point of shame.
- causing inconvenience; “they arrived at an awkward time”
- lacking grace or skill in manner or movement or performance; “an
awkward dancer”;

- difficult to handle or manage especially because of shape; “an
awkward bundle to carry”; “a load of bunglesome paraphernalia”;
“clumsy wooden shoes”; “the cello, a rather ungainly instrument for a
girl”
- not elegant or graceful in expression; “an awkward prose style”; “a
clumsy apology”; “his cumbersome writing style“; “if the rumor is
true, can anything be more inept than to repeat it now?”
- hard to deal with; especially causing pain or embarrassment;
“awkward (or embarrassing or difficult) moments in the discussion”; “an
awkward pause followed his remark”; “a sticky question”; “in the
unenviable position of resorting to an act he had planned to save for
the climax of the campaign”
- socially uncomfortable; unsure and constrained in manner; “awkward
and reserved at parties”; “ill at ease among eddies of people he
didn’t know”; “was always uneasy with strangers”

This is a call to submit screen-based media (interactive, video,
photo, etc) exploring the definition of “awkward”. This could include
failed works.

The show will take place in the AVA’s Media Center. The show will
later be featured as an online exhibition.

We will accept works in the following format:

Screen-based work that runs on Apple OS X 10.5 as:
- a standalone Flash executable
- a standalone Max/MSP executable
- Safari 4.* or Firefox 3.5.*, with Flash/Shockwave, Quicktime or
Javascript or Java
(including browser-based Processing)
- Still images will also be considered if they are presented on your
site with a clear and
consistent interface.
Microcontroller-based work that does not require connection to a
computer will also be
considered. Please send a proposal and pictures/diagrams.

To SUBMIT WORK, please send:

Name, Title, 150 word or less description, 150 word or less bio and/or
CV, all as text within the email.

All work, with information listed above, should be submitted as a link
to your web site
where we can view the work or download a file, by email to:

awkward@atrowbri.com

Please do not attach files.

Works too large to put on your website should be sent as a rapidshare
or other file hosting service link. Email the address above if you
would like to send a work via Pando. No other service requiring the
download of a client will be considered.

Curators:
Neely Hyde, Director of Exhibits & Digital Media, Association for
Visual Arts (AVA), Chattanooga, Tennessee, www.avarts.org

Adam Trowbridge, artist and Adjunct Professor, History of Time-Based
Media, The University of Tennessee Chattanooga, www.atrowbri.com

This show was conceived by and will be co-curated by the students of
History of ART 420 History of Time-Based Media at The University of
Tennessee Chattanooga
: Sarah Kyle, Austin Reed, Beth Joseph, Erin
Hora, Laura H. Winn, Robert Warren Parker, and others

Digital Fringe


Get your entries in by 14th September to be included in thefestival DVD.

Check www.digitalfringe.com.au for submission info

++++++++
Digital Fringe is an open access public arts festival that places
 contemporary screen based media in public locations. It  provides artists
 with access to an extensive network of hundreds of public
 screens and non-traditional audiences throughout Australia and the
 world. Screening venues receive a playlist curated from the diverse visual
 works of animation, abstract, video art, short film, machinima,
 motion graphics, photography and stills submitted to the Digital Fringe
 festival via our website - digitalfringe.com.au. Login and upload your
 works.

 In keeping with the Fringe Festival charter, Digital Fringe
 is open access and accessible to emerging and established artists,
 particularly those working in screen based and new media. Submissions
 are received from all around the world: from professional artists to
 bedroom doodlers and everybody in between. Artists maintain control of their
 own copyright.

 Screening venues range from busy bars and cafes, bustling
 shopping centres, walls of TV’s in electrical stores, State and
 regional libraries, art galleries, and cultural institutions,
 suburban shop fronts and on massive urban screens in public plazas like
 Melbourne’s Federation Square. Digital Fringe screens are also
 appearing in outback Australia, and across the Americas’s, Africa, the UK and
 Europe. All submissions also play on the Digital Fringe website.

 Produced by Horse Bazaar with assistance from Film Victoria
 and Melbourne Fringe, Digital Fringe 09 will create a web of
 screen art in public space across Melbourne, Regional Australia and the
 world!

 If you know of other screens that can play Digital Fringe
 and be part of our network email us - screens@digitalfringe.com.au

Technarte 2010

Technarte 2010 invites you to send your paper and be part of a unique Conference in its creative and innovative character.

If your career turns around the fusion between art and technology, if the merge between this two disciplines is one of your passions, don’t think about it anymore and send your paper before 13 November. Technarte will bring together in Bilbao, Spain, artists, experts of Centres of Technological Research and professionals of the art world in all its forms (researchers and developers of art centres, professionals of galleries and museums, universities, etc.), with which you can share your experiences and who will show you the most innovative artistic disciplines.

Technarte gives you the opportunity to present your artistic-technological in a warm and relaxed Conference, where other proposals related to areas like augmented reality, bio-art, robotics and nanoart, among others, will be shown.

If the combination between art and technology is essential in your life, Technarte is your Conference. Send your paper before 13 November and be part of this fantastic event, that will be held in Bilbao, Spain, on 15 and 16 April 2010.