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cfp and learning12 Apr 2008 02:38 pm

UBC Town Hall Presentation

The Call for Participation has been announced for the 8th Annual e-Strategy Town Hall June 11th at my university.  It is an opportunity for the UBC community to gather, discuss, and share our experiences and techological innovations in the areas of learning and digital education.

The theme this year is: Here and Virtually There - UBC & the Digital Generation.   I presented for the first time last year on Facebook and was quite nervous.  I did find it to be a great learning experience and I am glad that I was provided with the opportunity to speak.

UBC’s instructors, students and staff are invited to participate in a day-long conference on campus this June, where they can meet with colleagues and learn about the latest developments in e-learning technology. 

The deadline is May 15th and members of the UBC community can submit your proposal here.

UBC faculty, students, alumni and staff are invited to submit a proposal for an Interactive Seminar and/or a Display Poster at the 8th annual e-Strategy Town Hall on Wednesday June 11, 2008. Our goal is to share our experiences and our innovations in e-learning technology with colleagues across campus.

Relevance: Attending last year was a beneficial experience as I met interesting members of the UBC community that I ordinarily might not have run into. Afterwards I felt more informed about the unique and cutting edge research being conducted at UBC within the area of learning technology.

cfp and games20 Jan 2008 07:31 am

Canadian Games Studies Association 2006
Canadian Games Studies Association Conference 2006

I attended the first annual CGSA conference and it was a great experience. If you are into games, you should submit a paper. Plus Vancouver, a beautiful city in early Summer.

—-

2nd Annual Conference 2008

Canadian Game Studies Association

University of British Columbia

DATE: 31 May 2008

Paper and panel proposals are invited for our second annual conference
to be held in conjunction with the Congress of Humanities and Social
Sciences (http://www.fedcan.ca/english/congress/about/). This year’s theme is “Thinking Beyond Borders | Global Ideas: Global Values”. Not all presentations need be related to this theme. Submissions are invited on all topics related to digital games and digital games research, especially those that can show an interdisciplinary or international perspective. A selected number of presenters will be invited to submit a full paper for publication in an edited collection.

General guidelines

Abstracts of no more than 250 words should be sent no later than Feb.
28, 2008 to Dr. Jennifer Jenson (jjenson@edu.yorku.ca) or Dr. Suzanne de
Castell (decaste@sfu.ca).

Panel presentations will also be considered in limited numbers. Panel presentations should include an overview of no more than 250 words, in addition to a brief summary of papers/presentations to be included of no more than 100 words each. A discussant and/or chair for the panel should also be specified. Authors submitting papers should also join CGSA (see http://contagion.edu.yorku.ca/cgsa for details). Papers selected for presentation (blind review by a minimum of two reviewers) will be grouped by conference organizers by subject and/or topic area.

Individual paper presentations will be given 20 minute time slots in
multi-paper sessions.
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cfp and ubicomp13 Jun 2007 08:12 pm

Special Issue on Wireless Technologies, Mobile Practices :: Mobile wireless devices such as handheld pdas, cellular telephones, and portable computers are part of a changing landscape of communications and culture. In the last decade alone, for instance, the use of cell phones has increased fourfold in Canada signaling a remarkable shift in the telecommunications industry, the convergence of a number of technologies onto a single platform, and new ways of conducting person-to-person communication and creating community. In addition to these devices, Wi-Fi networks, Bluetooth, WANS, and GPS comprise integrated segments of the new infrastructure of the so-called wireless world as well as an emergent vocabulary for citizens and consumers.

cjc_32_1_cover.jpgThe Canadian Journal of Communication invites submissions, in English or in French, for a forthcoming special issue on mobile communications and wireless technologies. We are interested in innovative, critical approaches that decipher a range of mobile technologies and practices in wireless contexts. Possible themes include:

:: Everyday uses: sharing our lives via the mobile (text, voice, video)
:: Civic engagement, activism and mobile technologies
:: Wireless services and emergency communication
:: Privacy, surveillance and mobile phones
:: Community Wireless Networks
:: Policy: CRTC regulations and spectrum policy
:: Mobility, Labour: new conditions of work
:: Shifting notions of space, place and time in a mobile world
:: Rhetoric and discourses on mobility and wireless worlds
:: Art, design and mobile technologies
:: Mobile genres and cellular convergence
:: Global and international perspectives on mobile technologies

Full-length papers (@ 7000-9000 words) should be submitted electronically following the guidelines laid out on the CJC submissions website. Make sure to write in all caps “MOBILE” in the Comments to the Editor field, and to include it on the cover page of your article as well. Do not include your name on the cover page.

Deadline for papers is Sept. 1, 2007. Papers selected by the editors will then be sent for peer review for final decision.

Comments and queries can be sent to one of the special issue editors:

Dr. Barbara Crow, York University, bacrow[at]sympatico.ca
Dr. Kim Sawchuk, Concordia University, kim.sawchuk[at]sympatico.ca
Dr. Richard Smith, Simon Fraser University, smith[at]sfu.ca

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cfp and facebook31 May 2007 12:42 pm

Poke 1.0 - a Facebook social research symposium

A half-day social research symposium organised by the London Knowledge Lab, University of London, UK

Thursday 15th November 2007

This social research symposium will allow academics who are researching the ‘Facebook’ social networking site to meet and exchange ideas. Researchers are welcome from the fields of sociology, media, communication & cultural studies, information science, education, politics, psychology, geography and any other sphere of ‘internet research’. PhD and post-doctoral researchers are especially welcome, as are researchers considering Facebook as a potential area of research.

It is intended that there will be five or six research papers presented as well as plenty of time for discussion and face-to-face networking.

Topics for discussion will include:

* Empirical studies of Facebook users and Facebook uses;

* Issues of ethics and access when researching Facebook;

* Other methodological issues when researching Facebook;

* The use of Facebook as a social research tool;

* The future of Facebook research - emerging trends and practices.

The symposium will be free of charge but spaces will be limited and allocated on an RSVP first-come-first-served basis. If you wish to attend then email Neil Selwyn (n.selwyn@ioe.ac.uk) to reserve a place by Friday 31st August 2007.

If you wish to present a research paper then email an outline abstract of 500 words to Neil Selwyn (n.selwyn@ioe.ac.uk) by Tuesday 31st July 2007. Accepted presenters will be informed by Friday August 31st 2007.

The symposium will take place between 13.00pm to 17.30 pm on Thursday 15th November 2007 in the London Knowledge Lab (located in the Bloomsbury/ Holburn area of central London).

Relevance: This would be cool to present at as I have Facebook experience, however I don’t think that London is included with my bus pass = no funds (:.

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cfp and ubicomp27 Mar 2007 08:02 pm

Call for Papers
IRIE: International Review of Information Ethics

Issue No. 008; Vol. 8; December 2007

Special Issue: Ethical Challenges of Ubiquitous Computing

Ubiquitous Computing (an idea introduced by Mark Weiser, and often bracketed with slight modifications under the concepts of Pervasive Computing or Ambient Intelligence) imagines, in the extreme case, the entire mesosphere saturated by ICT. In this fantasy, ICT will accompany all aspects of our life. Our everyday world will be made intelligent, and all our actions, at all times and everywhere, will undergo some kind of ICT support. We will be appropriately guided, monitored, and provided with our needs and desires.

More prosaically, Ubiquitous Computing systems generally consist of interlinked capacities for memory and data storage, for perception and environmental sensing, and for the interpretation of contexts and situations. These activities might be carried out using various kinds of technology. And indeed, a whole host of technical research fields are
working toward this goal, from mechatronics to materials science, from network engineering to computing and AI research. And of course, ubiquity or omnipresence will never be total. For technical, economic, and other reasons, there will only be pockets where Ubiquitous Computing systems come into effect. Nevertheless, the present research scenarios entail applications which will have more or less impact on every domain of life, from leisure, jobs, and health care to domestic policing and war.

Any ethical discussion of Ubiquitous Computing is inherently problematic because we are dealing with emergent technology. We must take into account its potential, without knowing how far this potential can be realised in detail, and without knowing the fields in which pervasive ICT will find acceptance. Nevertheless, any research program that may so radically infiltrate our daily life requires some kind of ethical framework, to complement and counterbalance economic and militaristic motivations, and to provide direction with respect both to traditional values and to our hopes for the future.

The case of Ubiquitous Computing brings into sharper focus two key problems in theoretical ethics that have already attained a special position in applied media ethics: on the one hand, determining the reality which will be influenced with our acting, and on the other hand, determining the subject to whom these actions will be attributed and who will intervene in reality. In certain sense we may say that Ubiquitous Computing diminishes the confrontational character of reality. Ubiquitous Computing environments will necessarily perceive and act upon subjects as ideal types, or stereotypes. Situations may be reduced to typical moments. Ambivalence and ambiguity may be lost. Moreover, the more invisible, pervasive, and transparent these systems become, the more they disappear and are taken for granted, the harder they will be to confront. If the mechanisms by which these systems produce and ascribe identities, situations, and contexts are unavailable for engagement by the subjects of the system, then those subjects may lose the skills and resources necessary to negotiate the construction of these identities, situations, and contexts. It may simply become necessary to accept the system’s reification of the typical.

The experience of the world and the self will therefore undergo a transformation in intelligent environments. This gives rise to countless ethical issues whose analysis must go hand in hand with the development of such systems. The key questions just posed must be supplemented by additional specific problems, concerning, for instance, the anonymous generation of cognition, possible changes in the ethos of cognition, privacy and the formation of trust in intelligent worlds, and finally, the context sensitivity of the system and the related intrusion in our sphere of understanding.

The 7th issue of IRIE will tackle the ethical challenge of ubiquitous systems and therefore furnish a contribution to the establishment of an ethics of Ubiquitous Computing. This ethics is anchored in the field of media ethics, yet it may call into question the fundamental issues in this field, insofar as the entire mesosphere appears as disposed to such media. Thus, the boundaries between media and the what they mediate may be radically questioned.

Deadlines

Deadline for submission abstracts: June 15, 2007
Notification of acceptance to authors: August 15, 2007
Deadline for submission of full articles: November 15, 2007
Publication: December, 2007

Possible Topics

The production of reality (as concrete contents) and the production of Wirklichkeit (as opposed to the individual and an embedding of reality)
- Medialization of the physical world
- Interpretation of reality and environments using context sensitive and adaptive systems
- Modelling of acting and behaviour through context sensitive and adaptive systems

Privacy, Surveillance, Trust
- Privacy in intelligent interactive environments
- Surveillance, data protection and personal freedom
- Ubiquitous systems and trust

Manufacturing of the Acting Subject
- Identity formation in intelligent environments
- The Other in intelligent environments
- Self-perception in intelligent environments

Cognition in intelligent environments
- Generating cognition in intelligent environments
- Anonymous generation of cognition and cognitive acquisition
- Transformation of the cognitive ethos

Problems of Ubiquitous Computing in special fields of application
- Health Care
- Economy and work
- Living in a smart home (and other fields …)

Rules of the game
Potential authors must provide an extended abstract (max. 1500 words) by 31/05/2007. The abstract can be written in the mother tongue of the author though an English translation of this abstract must be included if the chosen language is not English. IRIE will publish articles in English, French, German, Portuguese or Spanish. The author(s) of contributions in French, Portuguese, or Spanish must nominate at least two potential pee reviewers.

The abstracts will be selected by the guest editors. The authors will be informed of acceptance or rejection by 15/08/2007. Deadline for the final article (3.000 words or 20.000 characters including blanks) is 15/11/2007. All submissions will be subject of a peer review. Therefore the acceptance of an extended abstract does not imply the publication of the final text unless the article passed the peer review.

For more information about the journal see: http://www.i-r-i-e.net

Contact
PD Dr. habil. Klaus Wiegerling (Universität Stuttgart, D), Prof. Ph. D.
David Phillips (University of Toronto) manage the special issue as guest
editors. Please send the extended abstracts by e-mail to both of them:

Prof. Dr. David Phillips, davidj.phillips@utoronto.ca

PD. Dr. habil. Klaus Wiegerling, wiegerlingklaus@aol.com

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cfp and games and pervasive and ubicomp and urban25 Mar 2007 10:42 pm

Bringing together participants, artists, and the public with a common interest in psychogeography, Conflux 2007 is accepting proposals until April 17th. The conference will take place September 13-16, 2007.

PROJECT TYPES

Participants in Conflux share an interest in psychogeography. Projects presented range from interpretations of the classical approach developed by the Situationists to emerging artistic, conceptual, and technology-based practices.

At Conflux, participants, along with attendees and the public, put these investigations into action on the city streets. The city becomes a playground, a laboratory and a space for the development of new networks and communities.

Here are examples of the types of projects and events we’re looking for:

  • exploratory drifts/dérives on foot or by bike, subway, bus or other transport
  • walks with experimental mapping or navigation techniques
  • social/environmental research and fieldwork
  • workshops and classes
  • temporary public-space installations/interventions
  • interactive performance projects
  • street games
  • mobile-tech/locative media projects
  • micro-radio, podcasting, vlogging and other broadcast proposals
  • alternative use/re-use of public space
  • projects dealing with issues specific to the Williamsburg/Greenpoint/Bushwick neighborhoods including pollution, development, and diversity
  • projects proposing alternative, experimental, DIY cultures, economies, communities, and artistic initiatives
  • social networking projects that focus on cities and urban life?—lectures, multimedia presentations and panel discussions?—film/video works for a film series event?—live audio/video projects and musical performances for night events?

Relevance: How are different project and events being designed and implemented in order to reclaim public space. On Saturday some of my friends attended a flashmob pillow fight that was advertised on facebook here in Vancouver. They all had a great time interacting with strangers and friends doing something we all did as kids.

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cfp and pervasive and ubicomp19 Mar 2007 07:57 am

locativemedia.JPG

Call for Submissions

Locative Media Summer Conference :: Research Center “Media Upheavals” :: September 3-5, 2007 :: University of Siegen, Germany. Submissions should include 1) Title, 2) 500-word abstract 3) Selected bibliography and 4) 200-word CV for the presenter. These should be sent to thielmann[at]fk615.uni-siegen.de as pdf or doc attachments by May 15, 2007. Notification of acceptance will be provided two weeks later so as to allow adequate to make travel arrangements. Full papers for publication are due on December 31, 2007.

“Everything is related to everything else, but closer things are more closely related.” (Waldo Tobler’s First Law of Geography, 1970)

Nowadays everything in the media world gets tracked, tagged and mapped. Cell phones become location-aware, computer games move outside, the web is tagged with geospatial information, and geobrowsers like Google Earth are thought of as an entirely new genre of media. Spatial representations have been inflected by electronic technologies (radar, sonar, GPS, WLAN, Bluetooth, RFID etc.) traditionally used in mapping, navigation, wayfinding, or location and proximity sensing. We are seeing the rise of a new generation that is “location-aware”. This generation is becoming familiar with the fact that wherever we are on the planet corresponds with a latitude/longitude coordinate.

The term “Locative Media”, initially coined in 2003 by Karlis Kalnins and the 2006 topic of a special issue of the Leonardo Electronic Almanac, seems to be appropriate for digital media applying to real places, communication media bound to a location and thus triggering real social interactions. Locative Media works on locations and yet many of its applications are still location- independent in a technical sense. As in the case of digital media, where the medium itself is not digital but the content is digital, in Locative Media the medium itself might not be location-oriented, whereas the content is location-oriented. Can Locative Media like digital media thus be understood as an upheaval in the media evolution? This is one question we want to discuss at the Locative Media Summer Conference in Germany.

Locative Media can now be categorized under one of two types of mapping, either annotative (virtually tagging the world) or phenomenological (tracing the action of the subject in the world). Where annotative projects seek to demystify (see all the Google Earth Hacks), tracing-based projects typically seek to use high technology methods to stimulate dying everyday practices such as walking or occupying public space. The Japanese mobile phone culture, in particular, embraces location-dependent information and context- awareness. It is thus projected that in the near future Locative Media will emerge as the third great wave of modern digital technology. The combination of mobile devices with positioning technologies is opening up a manifold of different ways in which geographical space can be encountered and drawn. It thereby presents a frame through which a wide range of spatial practices that have emerged since Walter Benjamin’s urban flaneur may be looked at anew. Or are Locative Media only a new site for old discussions about the relationship of consciousness to place and other people? In the early days of sea travel, it was only the navigator who held such awareness of his exact position on Earth. What would it mean for us to have as accurate an awareness of space as we have of time? In the same way that clocks and watches tell us the exact second, portable GPS devices help us pinpoint our exact location on Earth.

As we dig a bit deeper into how particular Locative Media projects negotiate local and global spaces, we see the increasing “technologisation” and commodification of urban and public spaces. Are Locative Media the avant-garde of the “society of control”? If this kind of media practice resides in pure code (tracklogs), what is the difference between Locative Media and software development? Or is the recent rise of Locative Media just a response to the disappearance of net art?

In reaching beyond art, many of us are becoming familiar with GPS units, such as navigation systems. GPS technologies now appear in mobile, location-aware computing games such as “Mogi” or “Tiger Telematics Gizmondo” which utilize GPS to enable players to see each other’s locations. Most of the location-based games nowadays seem to emphasize collecting, trading and meeting over combat. Does this indicate a social trend in mobile entertainment? Do Locative Media generate more accessible than aggressive play plots? Can we say that the numerous distributed geotagging projects (Flickr, Geocaching etc.) unleashed have given rise to a new genre of collaborative “geocommunities”? Could these geolocated spatio-temporal web portals become a dynamic visualization matrix for all scales, from nano to astro, and incorporate interoperability standards for the biological sciences, the geosciences, history, economics, and other social sciences? And finally, are Locative Media a kind of manifestation of what Bruno Latour means by the “Internet of Things “? By geotagging objects instead of people, and having these objects tell us their stories, do we create what Jean-Jacques Rousseau called for, an awareness of the genealogy of an object as it is embedded in the matrix of its production?

This summer conference will attempt to give an overview of actual research on this topic, especially focusing on how Locative Media tackle social and political contexts of production by focusing on social networking, access and participatory media content including story-telling and spatial annotation. Participants from all relevant disciplines are invited, especially researchers in social science, IT design, urban, media and cultural studies. Project demonstrations are warmly encouraged, but the main objective is to move beyond presentation and to build conceptual and theoretical links and exchanges between disciplines. This kind of conference is meant a forum for the presentation of papers, further discussion, collective reading work and as a preliminary step for the publication of an edited volume in 2008.

Invited and confirmed speakers:

Prof. Dr. Lev Manovich, University of California, San Diego (USA) Prof. Dr. Stephen Graham, University of Durham (GB), Department of Geography Dr. Miya Yoshida, Malmv Art Academy, Lund University (S) Dr. Adrian Mackenzie, Lancaster University (GB)

For further information contact Tristan Thielmann: thielmann[at]fk615.uni-siegen.de. The summer conference is organised by the research group “Media Topographies”of the Collaborative Research Center “Media Upheavals”, University Siegen, Am Eichenhang 50, 57076 Siegen, Germany.

Call for papers pdf is here.

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Relevance: An excellent opportunity to present some of the research out of our MAGIC lab/UBC Ubicomp group.

cfp and socialmedia and thesis and user-generated content09 Feb 2007 10:36 pm

As a 2007 grad student, I blur the boundaries between digital and physical environments as my study/writing space is wherever I prop open my laptop. When I’m not in my lab or in my room, you can find me typing away on a paper, blogging, or writing my thesis in Starbucks on campus. I find that I cannot work anywhere without being simultaneously online, I don’t know how I would survive being on a campus without WiFi pretty much everywhere.

As I sit and work on my laptop, I am constantly aware of the different spaces I occupy (my seat in Starbucks, my MSN status, my Facebook status which need to be constantly changed to reflect my current reality) in my mixed (digital | physical) environment. My level of immersion feels almost bipolar as I tag a cool paper found in my citeulike space, search google scholar for interesting papers in the reference section, in order to cite in my thesis paper.
As I shift between these multiple windows and interfaces, I think about how my notions of presence, place, and being situated within personal and shared information spaces have changed over time as I have become tethered to my digital spaces. I have discovered a conference that should enable me to find answers to some of my social and cultural questions regarding user-driven content, digital spaces, and mobile environments. For example, more than once during a discussion about a movie actor I have popped open my laptop to search imdb.com or rottentomatoes.com to supplement my knowledge. Is my memory becoming worse because information is only a click away whether my best friend’s number in my mobile phone, my mom’s email address, or the name of colleague’s blog? Is anytime/anywhere access a bless or a curse?

I hope to submit to this and I love the anthropology connection.

—–

Interactivity / Information / Interfaces / Immersion

I4: Interactivity / Information / Interfaces / Immersion :: International Research Conference, J W Goethe University, Institute of Cultural Anthropology and European Ethnology :: Organized by the Research Network for Media Anthropology / FAME, Frankfurt :: October 24–26, 2007.

Even before the emergence of social software, web logs and wikis, it was clear that digital communication technologies are, in essence, complex social software programs with the power to change people’s perception, the way people experience their environment, their ability to abstract, their rules of trust, and much more besides. Whereas the 1980s and 1990s were marked by “quasi-social” connections between people that occurred en passant, by strategies of urban artistic “repurposing” (Digital Amsterdam), by a conspiracy of Internet-using consumers, and by a user-based cyber society, the situation has now changed fundamentally.

There has been a shift from technology-driven systems to media-driven systems and then to user/project-generated content. As the empiricism of the artificial becomes a global given, social, cultural, economic and political frames of reference are shifting. Countless new and unparalleled means of modeling social factors are emerging within a mesh of agencies around the world. Digital natives – those who have grown up with computer and internet applications – have spawned a societal and cultural paradigm shift. Societal and cultural geography is being extended by a global scenography of cultural artifacts. However, this raises important issues concerning the logic of the continuity of interaction, of a reliable and sustained presence, of adaptive learning and abstraction – issues that have become social markers in the programming, utilization, and onward development of applications, platforms and environments.

Increasingly, today’s designs and programs for digital worlds face the challenge of delivering complex, multisensory, transcultural, and global interaction capabilities in a robust technology-based environment. The changes are creating a need for the explicit modeling of human collaboration and cultural interaction which, increasingly, is causing software production to move out of the high-tech niche of computer science and media design into the realm of cultural and social anthropology. At the same time, there is a growing need to know more about the logic of construction (v. Glaserfeld) of culture and to be able to apply that knowledge. The need for explicit and programmable cultural concepts is moving closer to the science of the artificial as proposed by Herbert A. Simon and echoes Norbert Elias’s call for the scientific presentation of a developmental theory of abstraction.

Clearly, it would be wrong to assume that explicit, programmed models for collaboration, the creation of cultures, abstraction and artificial environments can eradicate the complexities of chance relationships, interaction, imagination, fiction, routine, or forgetfulness. Nonetheless, the possibilities they offer will be changed fundamentally by the emergence of programmed worlds and environments. All over the globe, artificial cybernetic spaces are something now taken for granted. Computer technology is designed to be ubiquitous, and the direct control of computers by means of brain waves is supplanting control by means of a pointing device or the human eye. Presence and telepresence, key concepts in earlier research, are receding into the background with the advent of computer technologies which can be inserted under the skin, into clothing, and into the eyes and ears or can generate realities in their own right without which the frames of reference of today’s and tomorrow’s realities will become meaningless. Ten years ago, S. Jones asked, “Where are we when we are online?” and J. Meyrowitz noted “being elsewhere.” Electronic games, e-sports, and around a billion people working in countless local area networks all exist in a vireality (M. Klein). What are the living, communication and working circumstances in these virealities? How should virtual spaces be designed in order to provide sufficiently complex environments for perception, design, decision-making, routine, trust, etc.?

The > I4 < International Conference addresses the emergence of complex collaboration and community software.

We assume that all human sensory and mental capabilities and the ability to abstract, conceive and implement things are, and have been, involved in the development of human ability to use media.

The concept of media encompasses perception, abstraction, storage, rules for the retention of information – of texts and holytexts, the great sagas, manifestations of cultural memory – and progression beyond existing knowledge paradigms. It is impossible to determine how perception and interaction will impact on media, either qualitatively or quantitatively. If the notion of a uniting organization is seen as a selection method or principle, the weight of these ideas becomes clear. They show that every form of interactive reciprocity is a selector and that the uniting force of interactivity lies in the definition of selection, distribution and retention criteria. This applies to methods of hearing, reading, writing, tasting, thinking, making music, and much more besides.

Increasingly, we expect and demand more from media – more information, more breadth of choice, more freedom of choice, more world, more closeness, more entertainment, more biography, more community: We want media to address us, entertain us, inform us. This is about more than consuming media. Our sense of reality has long since been subsumed into a sense of media; our sense of reality is embodied in our sense of media. We take the world presented through media seriously, we recognize the reality of information; we trust the information and the rules that make it credible.

The conference will be devoted to questions surrounding digital environments and the technology-based generation of cultural patterns in four areas: Interactivity / Information / Interfaces / Immersion. We invite submissions which explore these issues and offer answers to such questions as:

What connections can we currently identify between software development and cultural evolution? What significance can be attached to co-evolutionary processes in perception, abstraction, forms of virtualization, digital technologies and communication capabilities? What kinds of virtual spaces are developing? How are digital communication spaces influencing urbanization processes and the architecture of buildings? What significance does game software have in creating new social and cultural contexts? What kinds of cooperative and collaborative processes are developing? What are the defining properties of an explicit model of social constructs in a technology-based media environment? How are means of digital communication influencing children’s and adults’ living spaces and interior architecture? How can a transition from the idiocy of the masses and the knowledge of the crowd into a knowledge-generating virtual community be explained? Can we see signs of an emerging virtual civilization? How will network-integrated community building be important in the future? How are learning and the structure and legitimation of knowledge changing?

Please submit ideas for topics and papers (500 words max.) by March 31, 2007

Initiators and contacts:

Prof. Manfred Faßler
FAME – Frankfurt/ Research Network for Media Anthropology, Institute of Cultural Anthropology and European Ethnology J W. Goethe University fasslermanfred[at]aol.com

Dr. Mark Mattingley-Scott
Institute of Cultural Anthropology and European Ethnology
J W. Goethe University
scott[at]de.ibm.com

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