Call for Papers. Synaesthetic Syntax IV: The Ghost vs the Machine

Infinitely Yours,  Miwa Matreyek, Golden Nica winner, Prix Ars Electronica 2020

In this, our fourth symposium at the critical juncture of embodied, sensual perception and the processes and technologies of expanded animation, we turn our attention to kinaesthetic and physical presence. Our human senses of proprioception (detecting our own position in space) and the vestibular system (detecting gravity, movement and balance) allow us to map our surroundings, navigate through space and detect the proximity of others. In an age in which our city streets have become a film studio with our every movement tracked by surveillance cameras and our every thought, memory or social interaction mediated through the camera, GPS, microphone and motion sensors of our smart devices, what does it mean to have a body? In what ways can expanded animation explore the physical presence of the live human body in motion and what is the role of technology in relation to this?

Venue

The conference will be held at the Ars Electronica Festival in Linz, Austria. The media festival will take place on the 6th–10h of September 2023: https://ars.electronica.art/festival/en/.

Call for Papers

We are looking for thought-provoking proposals that present innovative perspectives on working in expanded animation with the live body in motion. The questions we are interested in include, but are not limited to:

  • How can we critically and creatively use live performance in animation and animation in live performance? 
  • What can the liveness of performance bring to animation in terms of improvisation, participation, spontaneity and unpredictability?
  • Since ancient times, thousands of years of performance practice have produced many different ways to move a body from stylised forms of dance to exaggerated clowning. What is ‘life-like’ motion and why does psychological realism remain a goal for animated characters who are, after all, not human? 
  • In what new ways can the properties of human kinaesthetics be applied to animation? How can balance, gravity, weight, movement patterns, spatial mapping and proximity detection be re-imagined and creatively explored?  
  • What are the ethics of capturing and re-appropriating a performer’s physical movement signature with mocap? How can we counter the algorithmic biases built into the fabric of motion capture systems and the under-representation of different demographics in motion capture libraries? 
  • How might the technologies of surveillance, motion detection and capture be subverted and used for new artistic purposes?
  • How can the space in which performance takes place be animated and what impact does this have on performer and audience experience?
  • Can animation be used in live performance to disrupt theatrical conventions such as the fourth wall and unity of time and space?
  • How can animation be used to create proximity and communal experience in connected audiences?
  • How can AI technology revolutionize/change the way we will animate human bodies?
  • What does it mean to have a body in interactive animated environments (metaverse, games, VR)?

Deadline

Submission deadline: Friday, 26th May 2023

How to Submit

We call for papers, presentations and responses to our themes above.

Submission is via Oxford Abstracts at this link: https://app.oxfordabstracts.com/stages/5966/submitter. You will be prompted to create a free account with Oxford Abstracts.

Your submission should include:

  • Title of your presentation
  • Abstract (brief summary of your proposed presentation) 500 words (including bibliographic references)
  • Short Biography – 200 words
  • Relevant links to moving image work/websites etc.

If the paper is practice-based, it should include reflection and contextualisation in addition to presenting the practice. We will not accept papers that propose to show the practice only.

Finally, we are unable to provide feedback on individual submissions.

Keynote: Ghislaine Boddington, body>data>space

Creative Director, body>data>space / Reader In Digital Immersion, School of Design, University of Greenwich 

Ghislaine Boddington is a curator, presenter and researcher, known for her pioneering work placing the body as the interface for digital technologies and exploring telepresence, digital intimacy and virtual physical blending since the early 1990s. Her research led practise, expert direction and curations include “Robots and Avatars” (EU/Nesta 2009-11), “me and my shadow” (National Theatre 2012), Nesta’s FutureFest 2015-18 and the recent exhibition/symposium Extended Senses and Embodying Technologies (UoG/UCA Sept 22). In 2017 Ghislaine was awarded the esteemed IX Immersion Experience International Visionary Pioneer Award for her long-term work on collective embodiment within digital immersion. She is an expert presenter for BBC World Service Digital Planet weekly radio show/podcast, a member of the DCMS College of Experts and a Trustee for Stemette Futures. Her websites can be found at Linktr.ee 

Committees

The symposium is jointly organized by Dr. Juergen Hagler, Ars Electronica, University of Applied Sciences Upper Austria, Hagenberg and Professor Dr. Birgitta Hosea, Animation Research Centre, University for the Creative Arts, Farnham, UK.

Scientific committee: Professor Rose Bond, PNCA, USA; Andy Buchanan, independent scholar; Associate Professor Max Hattler, School of Creative Media, CityU, Hong Kong.

Fission: The New Wave of International Digital Art

Guizhou Provincial Museum 29/4/22-31/8/22
Curated by Birgitta Hosea, Zhang Xiaotao, Li Fei

Featuring 44 international digital media artists, 54 works of art and covering 2200 square metres, this is Guizhou Province’s first international exhibition of digital art. The works cover a range of techniques, disciplines and approaches including interactive media, virtual reality, robotics, immersive installations, experimental animation, artificial intelligence and archaeological visualisation.

The central theme of Fission is the multiple different forms that digital art can take. Like the process of nuclear fission, the concept of digital art has become unstable and shot off in many different directions from its starting point at the intersection of science, technology and art. With transient populations, contradictions and conflicts between social interaction, capital and information, in our era of globalization technology and media reshape the world. Fission is a meeting in virtual time and space of digital art from the media laboratory to the public arena. It marks the rapid development of science and technology and provides a microcosm of the intersection of different cultures at a time of great change.
 
The exhibition is divided into four sections: 1) The Rebirth of Antiquities: the fusion of archaeology and digital art. 2) Post-life imagery: the connection between humans and nature, society and technology. 3) Synthetic Worlds: The Connection Between Virtual Reality and Real Worlds. 4) Algorithmic Images: The Meaning of Digital Art. 

Co-curator, Birgitta Hosea, talks about the exhibition:

Co-curator, Zhang Xiaotao, talks about the exhibition:

Co-curator, Li Fei, talks about the exhibition:

Holes: Spring 2022

My installation, Holes, ran at ASIFAKEIL, Q21, Vienna from 1/12/21 – 20/2/22.

I gave a presentation about the installation at Belvedere 21 Museum of Contemporary Art for the Under_the_Radar festival in Vienna on 27th March 2022.

I’ll be giving an updated version of this talk at Animafest Scanner IX as part of the Zagreb Animation Festival on 7-8th June 2022.

Some stills from the film, that has sound design by Anat Ben-David:

The short film, Holes, that is shown in the installation has just started on the film festival circuit and has so far been shown at:

A version of Holes (the installation) is included in Fission: The New Wave of International Digital Art at Guizhou Provincial Museum from 29th April – 31st August 2022.

More showings and screenings to follow….

Animate Projects: Female Figures

On Thursday 2 July at 6pm, artists Jessica Ashman, Anna Bunting-Branch, Birgitta Hosea and Michelle Kranot will present their work and discuss the opportunities and challenges of working with live performance and technology. All four work with animation in their practice and are going beyond the single screen to create immersive worlds where performance is integrated into their work. More info here: https://animateprojects.org/accelerate-sessions-female-figures


[Birgitta Hosea, Virus, (performance/installation, 1996)]

There will be a Q&A led by Animate Projects producer Abigail Addison, where you will have the opportunity to ask questions of the speakers.

Join us on Thursday, 2 July, 6-7pm, on Zoom. The event is free. As spaces are limited please register here: https://bit.ly/3dUy1g3

Sensory Spaces

[Image ©Valkyrie Industries]

Sensory Spaces is a new research project bringing together StoryFutures Immersive Fellow, CTO and co-founder of Valkyrie Industries, Dr Ivan Isakov; UCA’s Dr Birgitta Hosea, Reader in Moving Image and Dr Camille Baker, Reader Interface & Interaction to develop a toolkit for sculpting in virtual reality using Valkyrie Industries cutting-edge haptic gloves.

Work to date indicates that there is importance and value in the use of sensory experiences made possible through newly emerging immersive technologies. This is already well understood in other sectors including clinical interventions in health and wellbeing as well as virtual training in enterprise, engineering and advanced manufacturing. Touch and the use of haptic technologies is increasingly a part of creative storytelling in arts and entertainment as well. Working with existing headsets and haptic tools, this project aims to explore ways in which the public could animate, build or augment their world, or an imagined world, and feel their creation.

As part of our research we are auditing tools, materials and processes used in both traditional sculpture and CGI modelling in order to develop intuitive virtual sculpting tools. Are you working in this area? If so we’d like to hear from you if you model in 3d – either using CGI, VR or even traditional analogue sculptural processes. Please fill out this short survey to share your experience of your tools: https://docs.google.com/forms/d/1uJfNfjpHyyesHWYS2FBDAXVZ3E82-rG1SyQ_ARU71ow/edit?usp=sharing

Festival of Digital Disruption

19th November 2019, Reading

A StoryFutures event for anyone interested in immersive storytelling. In my talk, I will be reflecting on the spatial experience of animated installation (from my chapter in the Experimental and Expanded Animation book) and comparing that with examples of contemporary Virtual Reality artworks.

Click here to register: https://www.eventbrite.co.uk/e/festival-of-digital-disruption-the-future-of-storytelling-a-mixed-reality-tickets-75578149279