Augmentations across virtual and physical topologies: Mixed Reality re-assembled
Rewa Wright / Australia
University of New South Wales
An analysis of the material-discursive practices surrounding Augmented Virtuality and Augmented Reality reveals the some- times digressional, sometimes convergent positions taken by computer science and media art on the issue of embodiment. Mapping out some of those positions, this paper considers Mixed Reality as a topology that has an entangled and material relationship with the body, that goes beyond an analysis of Mixed Reality as a technology of augmentation: rather, a topological understanding of Mixed Reality explores the patterns of diffraction ( Barad 2007: 29) that ripple and disrupt the material thresholds between physical and virtual, troubling the over simplified real/virtual dichotomy that permeates much Human Computer Interaction (HCI) research.
The exhibition space through the presence of digital games
Pablo Gobira / Brazil
Universidade do Estado de Minas Gerais
The purpose of this work is to think about the exhibition room (gallery) based on the presence of digital games. This proposal is a specific development of a research project that studies the exhibition space towards the presence of digital technology. In order to achieve the goal, we will focus here on the Interactive Space of Life Sciences (EICV), which is part of the Museum of Natural History and Botanical Garden of UFMG, in Belo Horizonte/MG. Specifically, this article discusses the exhibition space and its curation when digital games are shown in it. Considering that, we debate about the configuration of the contemporary exhibition space, bringing up the relation among art, digital games, technology and science.
Cognitive beings: Brain mechanisms discussed in cultural studies
Su Hyun Nam / USA
University at Buffalo, the State University of New York
Cognitive science emerged from an interdisciplinary discussion of information theory, linguistics and psychology among many other disciplines. Since its emergence, it has not only been largely discussed in other disciplines but has also shaped our views and perception of the world. In this paper, I will examine how scholars in cultural studies and philosophers incorporate scientific theories about the brain into their work, and how they bridge scientific knowledge with immediate human experience. Through Katherine Hayle’s notion of the cognisphere, this paper examines the impacts of informatization of human body and cognition within a pyramid of digital data flows between machines.
Does Ritual Disappear as Walter Benjamin describes in “The Work of Art in the Age of Mechanical Reproduction" in the Age of Digital Technology?
Minso Kim / Korea
Seoul Women's University
This article refutes Walter Benjamin’s opinion about the disappearance of aura and ritual in ‘The Work of Art in the Age of Mechanical Reproduction’. According to this essay, rituals disappear through a method of mass reproduction— a film. I argue one of the mass reproductions, the film, actually creates a new aura and new ritual unlike Benjamin’s opinion. In the digital technology era, numerous replicas influence the fact that the massive re- production leads to create a new ritual phenomena as well.
Hackitectures. Reordering physical spaces, electronic flows and social bodies
Laura Rodriguez Moscatel / Ecuador
Universidad de Cuenca
The a point architectural gap between the real and the virtual from the point of view of inhabiting is a field of study within the branch of the Hackitecturas - driven by the need of the technological subject to be a participant in the transformation of the places that he inhabits. The current emerging society, the society of information and knowledge, begins to demand changes where spaces for social reality are appropriate to its needs.
Vis. [un]necessary force. A socially engaged creative practice research project
Luz Maria Sanchez Cardona / Mexico
Universidad Autonoma Metropolitana, Lerma
Vis is a long term socially engaged creative practice research project that—using digital technology as a tool—examines the consequences of violence on the daily life of civilians in contemporary Mexico. This project addresses the tensions that take place in the smallest human unit/group possible: family. Specifically, Vis focuses on families in both rural and urban areas of Mexico, that have one or more members that, officially, are not kidnapped or killed, but who are not present: absentees [ausentes], that is those taken away by police forces, the military, or by members of drug-cartels.
Temporary and Distributed Libraries, breaking boundaries, creating new resources
Alessandro Ludovico / Italy
Winchester School of Art - University of Southampton
The central role of the library as a central cultural system is trans- forming into a still undefined new type of cultural body influ- enced by the spontaneous creation of different types of DIY li- braries interconnecting at some point (or not) to the centralised library system.
Libraries should evolve from their historical and “monumental” role, which delivers socially relevant services, into an extended, networked and shared infrastructure of knowledge, rivalling the online type of “instant” knowledge in facilitating social and cultural exchange.
Design of pictographic signs for the educational area
Juan Carlos Saldana / Mexico
The text documents the process and the necessary conditions for the design of pictograms during the ‘Signage’ university course at the Design Department of Guanajuato University, taught as the IV semester design workshop. During this course the student applies visual techniques and specific concepts that conduct to the graphic design of pictograms. These pictograms are used in a product for the educational area that the student must also design.