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Aix-en-Provence
Call for papers - Political studies
Artistic, Digital, and Political Creation in English-Speaking African Countries
Africa 2020
French President Emmanuel Macron announced on 3rd July 2018 in Lagos that a Special Season would be organized in France, from June to December 2020, to mark a renewed partnership with Africa, a “varied, strong and diverse continent that will play a part in our shared future”. Even if this cultural focus cannot be abstracted from a broader geopolitical agenda marred by controversial presidential declarations, it nevertheless has the potential to offer a somewhat different coverage of the continent. One can only hope that it avoids the temptation to officially “curate into being” “exceptional” artists (Dovey), tapping into the all-too-familiar image of Africa as “the supreme receptacle of the West’s obsession with, and circular discourse about, the facts of ‘absence,’ ‘lack,’ and ‘non-being,’ of identity and difference” (Mbembe).
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Paris
Call for papers - Ethnology, anthropology
New technology-based metamorphosis in Japan
In Japan, the kyara-ka phenomenon, ‘transforming into a character’ (Aihara Hiroyuki, 2007) is now giving birth to what Nozawa Shunsuke (2013) calls ‘an emerging art of self–fashioning.’ Based on elaborate disguise techniques, the kyara-ka phenomenon covers a variety of communication strategies and practices: cosplay, kigurumi, Vtubing, utaloid voice banks, use of voice-image filters to upload videos where humans look like characters… Exploring all the aspects of this ‘thingification of humans’, the conference will reflect on how and why a growing number of people market themselves as characters. The conference goal is to address the complexity of issues raised by these voluntary and, perhaps, ironical acts of obliteration. What is the profile of men and women who transform themselves into computer-graphic creatures? How do they deal with being loved only through their digital alter-ego? What little or grand narratives are being produced alongside? Can we still deal with the phenomenon in terms of authenticity (original) versus artificiality (copy)? What negotiations or refusals underly the use of characters as social masks?
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Paris
International Conference (Jan. 16 and 17, 2020, Paris 8 University, France)
The main focus of this conference will be translation as process, rather than as a mere product, which will prompt us to apprehend translated works as belonging to one or several networks, contexts and translational cultures. In short, translation is a concept that throws new light onto the exchanges and differences pertaining to contemporary digital literary culture. Contemporary digital literary culture mobilizes multiple operations: it involves translation across languages, but includes circulations characteristic of other translational issues at large: exchanges between interfaces, media, codes, institutions, cultural perspectives, artistic and archiving practices. In turn, digital forms of textuality share a certain number of aspects within ubiquitous environments, which means that translational processes will lead us to consider creative practices that stand beyond the traditional field of literature.
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Nancy
From « Traditional » Games to Digital Games
Since the early 2000’s, the importance of studying digital games has increased to take a significant place in the academic literature dedicated to entertaining phenomena, to such a point that many articles offering to make an inventory of current “game studies” primarily focus on work related to games on this media. In this context, we cannot ignore the fact that work aimed at conceiving and studying digital games is also regularly referred to as reflections on (non-digital) “traditional” games, whether to build their theoretical framework, or to conduct comparative and contrastive studies. According to us, this kind of mutual lighting encourages researchers to examine the peculiarities and complementarities of the two areas, as well as the theoretical interest of connecting or of confronting them. Therefore, in order to analyse the relations established between “traditional” games and digital games, this call is divided into five themes that give a broad overview of the different kinds of possible links. All types of research, fundamental or applied, as well as disciplinary approaches are welcome.
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