From controversial cyborg performances like Stelarc’s Exoskeleton, to immersive video games contemplating the spirituality of poetry or ancient civilization, such as thatgamecompany’s Flower (2007-19) or Journey (to be released), art has long been considered a valuable platform for engaging audiences with experimental and futuristic technologies on emotional, physical and cognitive levels.
The forward momentum of these technologies has not waned, and the audience as a medium of engagement remain curious as to what new forms are possible regarding design, engineering and technology. The audience is wholly occupied and coupled in experiencing, reflecting, thinking-through and acting on these curiosities at sites of engagement that are social, institutional, commercial and academic; and that are situated out in the everyday world or at home on networked and smart devices.
This year’s Art Track chairs are calling for robust artworks that consider our human bodies as a source or starting point for engagement, collaboration, or interventions with technology. These interventions can speak to how technology limits or extends our bodies, how it can offer ease of living, utility and beauty, and/or how it can imagine a future that transforms our human condition including both the future of the body and the machine. Your proposal should consider an overall hopefulness in the co-mingling of future material selves, and perhaps an empathy for both the body and the machine.
We invite submissions from art practitioners and researchers that include a range of artworks and live performances. We welcome submission from professional practitioners, academic researchers and student practitioners. Final submissions for the exhibition should be informed by experience-based art or design practice.
The Arts Track Chairs are calling for robust artworks for exhibitions in the conference along the conference’s main definitions of:
Technology – skill, craft, techniques & capabilities
- How are these things designed, made and with what materials?
- Whom are they designed for and tested by?
- How do they work?
Expanded bodies – physical, mental, emotional & spiritual
- How does the cognitive understanding of these aspects of ourselves (reflections on our limitations or extensions) lead to notions of improvement or ease of living?
- Why do beauty and utility deserve equal consideration? What part of us does this satisfy and why is it important?
- What is the role of The Audience? Why or why not is the audience a significant aspect of the experience?
- How do the designs augment the embodied human experience?
The physical form can be examples of research or prototypes that have a display quality and mirror the suggestions in the TEI2020 Call for Papers.
We seek submissions that showcase the TEI2020 conference themes as well as other topics including but not limited to:
- Human-augmentation
- Flexible and shape changing displays
- Haptic interaction
- Interactive surfaces
- Augmented and mixed reality
- Ubiquitous computing
- Public art and performance
- Social and wearable robotics
- Automotive
- Hybrid games
- Smart objects and cities
- Learning, planning, embodied cognition and perception
- Fashion, furniture, and architectural design
- Music and sound creation
- Productivity and creativity tools in domains ranging from scientific exploration to non-linear narrative.
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