We would like to invite submissions for a wide variety of practice focused work for the 4th International Conference on Movement and Computing (MOCO) which is to be held in London. MOCO is an interdisciplinary conference that explores the use of computational technology to support and understand human movement practice (e.g. computational analysis) as well as movement as a means of interacting with computers (e.g. motion capture, gestural analysis, sensor interfaces).
——————————————————————————————————————— International Conference on Movement and Computing (MOCO17) Intersecting Art, Meaning, Cognition, Technology ——————————————————————————————————————— 28-30th June, London UK Goldsmiths University of London http://moco17.movementcomputing.org We would like to invite submissions for paper presentations, performances, workshops and more to the 4th International Conference on Movement and Computing (MOCO) which is to be held in London. MOCO is an interdisciplinary conference that explores … Read More
Games may or may not be art – this isn’t a new debate. What is worth asking now, however, is whether or not art can be considered a game. Does the new wave of digital interactive works constitute the gamification of art? Can we experience art by playing with it? And what impact does digital technology have on this process?
Artists, designers, researchers, technologists from all over the world – this fantastic futuristic annual conference is for you!
A team from the University of Tokyo will present the work of Cyberforest, a unique trans-disciplinary research programme which has been streaming and archiving live sounds, video and other data from the University of Tokyo Forests since 1995. London-based artist collective SoundCamp will curate two panels bringing together artists, academics and naturalists to place this pioneering work in the context of related practices in the UK and beyond. This sharing of ideas and experiences will be the basis for further exchanges and collaborations.
The UK’s first ever festival of true life storytelling, running for a week in venues across London.
The exhibition comprises interdisciplinary design works, fashion and art installations from postgraduate students representing over 22 countries.
Immersive Virtual Reality had its early beginnings in the early sixties but it was in the 90s, when it hit the mainstream, becoming extremely popular. In January 1990, during the first ArtFutura edition in Barcelona, the public was able to experience, for the first time in Europe, a Virtual Reality prototype. Now in its 27th edition, ArtFutura will reflect on the perspective of all these years.