UC Irvine: New Media, Technology and Humanities
UC Irvine: New Media, Technology and Humanities
There is a great conference coming up at the University of California, Irvine entitled "New Media, Technology and Humanities." It is two day event being held on February 17 and 18, 2006.
Given the growing importance of digital technologies in contemporary culture, the humanities should be well positioned to offer perspectives on cultural communication.
As reading and writing are in continual flux under the conditions of new technologies, media literacy becomes closely related to questions of core competency in the humanities. While reading on-line, navigating multimedia environments, and mobile telecommunications present departures from traditional notions of literacy, they still require collective and individual abilities of critical and evaluative comprehension or appreciation.
Whether seen as a radical departure, or merely an extension or inflection of older media practices, new media (Web TV, electronic book, interactive cinema) confront us with emergent forms of expression that demand our attention, whether they build upon or break with history. The historical and legal implications of new digital technologies must also be reconsidered, where, for example, the unique publicity rights of celebrities founder on their pop montage fame; software, game culture, and interactive networks complicate the recognition of creativity and authorship demanded by law. The fast pace of technical innovation, as well as the rapid development of academic disciplines relating to individual media or to discourses on media, pose a challenge to the humanities. This conference seeks to articulate the relation between media history, digital culture, and the humanities.
CONFERENCE SCHEDULE
Friday, February 17
- Introductory Remarks to Conference Digging: Media / Archeology
Media Archeology is an emerging field that reflects on advanced media technology by linking it to the genealogy of technology out of which it emerged. This reconfiguration of historical discourse allows interpretations of cultural phenomena in the context of an original vanishing point - for instance, how it comes to pass that computer interfaces offer radical new possibilities for art and communication. It also presents legal and ethical challenges to past and present notions of intellectual property and idea sharing.
Lev Manovich, Visual Arts, UC San Diego: "Understanding Metamedia"
Erkki Huhtamo, Design & Media Arts, UC Los Angeles: "Tracing the Topoi - On Media Archeology"
Tara McPherson, Critical Studies, USC School of Cinema- Television: "Vectors" demonstration
Jennifer Urban, Intellectual Property Clinic, USC Law School: "Rights in Abstraction: Bound in 'Freedom,' Freedom to Bind"
Mark Poster, History, UC Irvine: Respondent
- Introduction to Afternoon Panel Texting: Digital / Humanities
Search engines promise real-time access to the stacks of research libraries. Academic publishing turns to online distribution. The Library of Congress is posting its collection on the net. Everywhere, computers have become part of the teaching and tending of literature, history, culture. Digital textuality has been hailed as a new form of literature, a new encyclopedia, a universal library, and as a meta-medium that would ingest or replace older media. In this scenario, what is completely untranslatable into new media may disappear as fast as what is utterly translatable.
Jeffrey Schnapp,French & Italian, Stanford University: "Big Humanities"
Eyal Amiran, Comparative Literature, UC Irvine: “Material and Social Paranoia in Digital Media”
Noah Wardrip-Fruin, Communications, UC San Diego: “Screen: VR, Text, Gameplay and Memory”
Mark Hansen, English, University of Chicago: “Digital Textuality”Rita Raley, English, UC Santa Barbara: “”Trans_code”
Introduction to Saturday Panel Gaming: Remix / Culture
Dynamic, interactive, immersive computer games represent a response to the adaptive problem posed by computers. Games model responses that pivot not on a narrative, but on non-linear modes of access, such as human interfaces with relational databases. Also, game technology may be put to unexpected ends - in cinematics, art film, music video, etc. As demonstrated by open source software, peer-to peer networking, and music sampling (not just in hip-hop, but in any cover version, remix, bootleg, mash-up), a playfully recombinant culture emphasizes how the very nature of the digital can allow and encourage derivative works.
Andrew Herman, Communication, Wilfred Laurier University: “Your ‘Second Life’? Goodwill and the Performativity of Intellectual Properties in Online Games”Rosemary Coombe, Law & Cultural Studies, York University
Robert Nideffer, Studio Art & Computer Science, UC Irvine: “Gaming in Heterogenous Networks”
Henry Lowood, History of Science & Technology, Stanford University Libraries: “Replay Culture: Performance and Spectatorship in Gameplay”
John Seely Brown, former Chief Scientist for Xerox Corp., and former Director, Xerox PARC
Free and open to the public
Organized by Barbara Cohen and Peter KrappSupported by: Arts Computation Engineering (ACE) Beall Center for Art & TechnologyCalifornia Institute for Telecommunications and Information Technology (Calit2) Department of Film & Media StudiesHumaniTechHumanities CenterInternational Center for Writing and TranslationOffice of Research & Graduate StudiesSchool of HumanitiesUC Humanities Research Institute
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