Humanist Discussion Group, Vol. 15, No. 397.
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: "R.G. Siemens" <siemensr@mala.bc.ca> (42)
Subject: CFP: Information Aesthetics: Paranoia or Paradigm?
[2] From: "R.G. Siemens" <RaySiemens@home.com> (135)
Subject: CFP -- Inter/Disciplinary Models, Disciplinary
Boundaries: Humanities Computing and Emerging Mind
--[1]------------------------------------------------------------------
Date: Mon, 03 Dec 2001 06:48:58 +0000
From: "R.G. Siemens" <siemensr@mala.bc.ca>
Subject: CFP: Information Aesthetics: Paranoia or Paradigm?
CFP: ** Information Aesthetics: Paranoia or Paradigm? **
A panel at _Inter/Disciplinary Models, Disciplinary Boundaries:
Humanities Computing and Emerging Mind Technologies_
Consortium for Computers in the Humanities / Consortium
pour Ordinateurs en Sciences Humaines (COCH/COSH)
2002 Meeting at the Congress of the Social Sciences and
Humanities
May 26-8, 2002
U Toronto / Ryerson Polytechnic U
http://web.mala.bc.ca/siemensr/C-C/2002/
Thomas Pynchon defined paranoia as "the realization that _everything is
connected_, everything in the Creation..." For celebrants of chaos theory,
massive quantities of data pose the joyous possibility of achieving a state
of 'maximum information' or reveal the potentialities of 'pattern
recognition' as an organizational structure. The new media arts, hypertext
and the World Wide Web often toy with information overload and the
exuberant wealth of database systems to unite information with an aesthetic
dimension. Is there an aesthetics of information? If so, what forms does it
take and how does it function? What are the implications for the art forms
of the new media? Does it produce paranoia, nested networks, new modes of
organization, or...?
Your investigation might consider:
- spatial and/or temporal navigation
- hyperlinking
- search engines, databases and/or archives
- sequence, randomness, repetition, lists, series
- narrative, anti-narrative, games
- transparency, interactivity and/or control
- speed, delay, friction
- shape, colour, sound and/or noise
- spacetime, depth, surface, interface
- waves and particles
- fractals, quantum computation, geometry
- memory and/or forgetting
- architecture, photography, cartography
Submissions of a 500 word abstract and a short bio or weblink by e-mail by
December 15 to:
Carolyn Guertin
cguertin@ualberta.ca
Dept of English
University of Alberta
3-5 Humanities Centre
Edmonton AB T6G 2E5
--[2]------------------------------------------------------------------
Date: Mon, 03 Dec 2001 06:49:26 +0000
From: "R.G. Siemens" <RaySiemens@home.com>
Subject: CFP -- Inter/Disciplinary Models, Disciplinary
Boundaries: Humanities Computing and Emerging Mind
Call for Papers [please redistribute]
Inter/Disciplinary Models, Disciplinary Boundaries:
Humanities Computing and Emerging Mind Technologies
Consortium for Computers in the Humanities / Consortium pour Ordinateurs en
Sciences Humaines (COCH/COSH)
2002 Meeting at the Congress of the Social Sciences and Humanities
May 26-8, 2002
U Toronto / Ryerson Polytechnic U
< http://web.mala.bc.ca/siemensr/C-C/2002/ >
Open Call for Papers:
Proposals for papers and sessions are invited to be considered for
presentation at the 2002 meeting of COCH/COSH at the Congress of the Social
Sciences and Humanities (May 26-8, 2002; U Toronto / Ryerson
Polytechnic U).
Topics addressed may include, but will not be limited to, the following:
- humanities computing figured as discipline and/or inter-discipline (via
exploration or exemplification)
- computing and its relation to disciplinary work, and disciplinary
boundaries, within the Arts and Humanities
- society and the computer, from an Arts and Humanities perspective
- humanities computing and pedagogy
- computing in the visual, musical, and performance arts
- scholarly electronic publishing and dissemination
- computing in multi-lingual and non-English environments
- ongoing humanities computing research involving materials in textual,
- oral/aural, visual, multi-media, and other formats
- concerns related to two special joint sessions with ACCUTE (see
below for
details)
Submit a paper proposal via this
URL: http://web.mala.bc.ca/siemensr/C-C/2002/Proposals.asp
(proposals can be accepted until December 15).
For submission of panel proposals, please contact the 2002 Conference
Chair, Ray Siemens, directly
at siemensr@mala.bc.ca .
Preliminary Conference Details:
- 2 1/2 days of meetings, with an afternoon outing and banquet on May 27th.
- A total of 10 sessions, consisting of 3 papers each.
- A number of proposed joint sessions, including:
- The Early Modern English Lexicon (Ian Lancashire, organiser; joint
session
with ACCUTE).
- Theorizing Computer Games: Do We Need a New Theory? (Andrew
Mactavish,
organiser; joint session with ACCUTE).
- Mind Technologies (Ray Siemens and David Moorman, organisers;
joint session
with SSHRC).
Contacts and Links:
- Details of the 2002 Congress (includes lodging and registration
information): http://www.hssfc.ca/english/congress/congress.html
- COCH/COSH Home Page: http://www2.arts.ubc.ca/fhis/winder/cochcosh/
- COCH/COSH Membership Form:
http://web.mala.bc.ca/siemensr/C-C/C-C-2001membership.asp
- Ray Siemens, 2002 Conference Chair: siemensr@mala.bc.ca
Joint Sessions with ACCUTE
* The Early Modern English Lexicon
Can we significantly improve our understanding of English, 1450-1700, by
using resources other than the monumental Oxford English Dictionary?
Commercial databases like Literature Online and Early English Books
Online,
academic publications such as the Helsinki Corpus and Jurgen Schafer's
Early
Modern English Lexicography (1989), and freely searchable Web services
including Renascence Editions and the Early Modern English Dictionaries
Database invite researchers to annotate difficult words, phrases, and
passages themselves. EME word-sleuthing has become possible for a much
wider
scholarly community.
These new resources raise questions.
- To what extent do EME speakers now appear to be making markedly
different
assumptions about language -- words -- than we find informing
established
authorities like the OED?
- What was "English," the language that Sir Philip Sidney said it
would be
insulting to teach native speakers?
- After being glossed from original language texts, do once familiar
literary works and passages no longer make the same kind of sense?
- What types of language materials from the EME period have been
neglected,
and what do we stand to learn from them? These include antiquarian
treatises, anything in manuscript, and encyclopedic works such as
herbals.
- Is it possible to learn from the early lexical `drudges,' as Samuel
Johnson characterized his predecessors, the early lexicographers?
Proposals for presentations are invited that address these and other
questions related to the EME lexicon.
Submit by e-mail or snail mail a full paper or 500 word abstract plus a
short biography and cv by December 15 to:
Ian Lancashire
New College
Wetmore Hall
300 Huron Street
University of Toronto
Toronto, Ont. Canada
M5S 2Z3
ian.lancashire@sympatico.ca
* Theorizing Computer Games: Do We Need a New Theory?
Although late to the scene, humanities 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 here theoretician theory favorite your in> is
clearly really a prediction/description of <FILL here favorite your in
medium digital> ." (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
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