Humanist Discussion Group, Vol. 15, No. 315.
Centre for Computing in the Humanities, King's College London
<http://www.princeton.edu/~mccarty/humanist/>
<http://www.kcl.ac.uk/humanities/cch/humanist/>
[1] From: Andrew Mactavish <mactavis@mcmaster.ca> (41)
Subject: CFP: Theorizing Computer Games (COCH-COSH/ACCUTE Joint
Session, 2002, U. Toronto)
[2] From: "David L. Gants" <dgants@parallel.park.uga.edu> (26)
Subject: ACL'02 Preliminary Call for Papers
--[1]------------------------------------------------------------------
Date: Wed, 17 Oct 2001 09:56:59 +0100
From: Andrew Mactavish <mactavis@mcmaster.ca>
Subject: CFP: Theorizing Computer Games (COCH-COSH/ACCUTE Joint
Session, 2002, U. Toronto)
Call for Papers
Consortium for Computing in the Humanities (COCH-COSH)
Association of Canadian College and University Teachers of English (ACCUTE)
2002 Annual Meeting at the Congress of the Social Sciences and Humanities
May 26-28, 2002
University of Toronto / Ryerson Polytechnic
COCH-COSH/ACCUTE Joint Session
Theorizing Computer Games: Do We Need a New Theory?
Although late to the scene, scholars have begun defining approaches to
computer game scholarship, the most common being rooted in studies of
narrative, cinema, and dramatic performance. As promising as these
perspectives are, Espen Aarseth cautions against the oft-repeated mistake
he finds in many recent approaches to digital media:
the race is on to conquer and colonize these new territories for our
existing paradigms and theories, often in the form of "the theoretical
perspectives of <fill in your favorite theory/theoretician here> is clearly
really a prediction/description of <fill in your favorite digital medium
here>." (Aarseth, 1999, 31 & 32)
This joint session between COCH/COSH and ACCUTE will address the
problem--if, in fact, there is a problem--with theorizing computer games
from perspectives used to explain narrative, cinema, and dramatic
performance. If theoretical perspectives for analyzing non-digitally
interactive forms of art and culture potentially represent computer games
as something they are not, then what are the new questions we must ask
about computer games that require new paradigms and theories? What is
there about computer games that make them so different from other forms of
culture that they need their own theory? Can computer games be understood
in terms of narrative, cinema, or dramatic performance? Or does their use
of character, plot, time, space, interactivity, user-initiated sequencing,
subject positioning, special effects, and new computer technologies require
a new theory of computer games?
Proposals for presentations are invited that address these and other
questions related to the theorization of computer games.
Submit by e-mail or snail mail a full paper or 500 word abstract plus a
short bio and CV by December 15 to:
Andrew Mactavish
McMaster University
School of the Arts
1280 Main Street West
Hamilton, Ontario CANADA L8S 4M2
mactavis@mcmaster.ca
--[2]------------------------------------------------------------------
Date: Wed, 17 Oct 2001 09:59:45 +0100
From: "David L. Gants" <dgants@parallel.park.uga.edu>
Subject: ACL'02 Preliminary Call for Papers
>> From: Priscilla Rasmussen <rasmusse@cs.rutgers.edu>
ACL'02 Preliminary Call For Papers
40th Annual Meeting of the Association for
Computational Linguistics
7 - 12 July, 2002
Philadelphia, PA, USA
General Conference Chair: Pierre Isabelle (XRCE Grenoble, France)
Program Co-Chairs: Eugene Charniak (Brown University, USA)
Dekang Lin (University of Alberta, Canada)
Local Organization Chair: Martha Palmer (University of Pennsylvania, USA)
The Association for Computational Linguistics invites the submission
of papers for its 40th Annual Meeting hosted jointly with the North
American Chapter of the ACL. Papers are invited on substantial,
original, and unpublished research on all aspects of computational
linguistics, including, but not limited to: pragmatics, discourse,
semantics, syntax and the lexicon; phonetics, phonology and
morphology; interpreting and generating spoken and written language;
linguistic, mathematical and psychological models of language;
language-oriented information retrieval, question answering, and
information extraction; language-oriented machine learning;
corpus-based language modeling; multi-lingual processing, machine
translation and translation aids; natural language interfaces and
dialogue systems; approaches to coordinating the linguistic with other
modalities in multi-media systems; message and narrative understanding
systems; tools and resources; and evaluation of systems.
[material deleted]
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