REGISTRATIONS 2020
SUBMISSION OF ABSTRACTS AND ARTWORK
SUBMISSION OF ABSTRACTS/ARTWORKS
UNTIL FEB. 27TH, 2020
FULL WORK SUBMISSION
POSTPONED
UNTIL FEB. 27TH, 2020
FULL WORK SUBMISSION
POSTPONED
SUBMISSION'S RULES
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The approved abstracts and artworks will be announced until the 11th of march of 2020.Os trabalhos aprovados para apresentação serão divulgados até o dia 11 de março de 2020.
Each author/co-author is allowed to send up to 2 works and the official languages of the event are Portuguese and English.
An undergrad or grad student will not be able to submit their work unless in coauthorship with a first author that has, or is completing, their post-graduation (masters and doctorate).
The abstracts must be sent through the EasyChair system and must indicate, in the first keyword in their designated space, the "Work Group" that they intend to participate on.
The Work Groups (WG) of the 2020 Congress, were the works shall fit in are:
1. Ludic Universe (coordination: Prof. Dr. Pablo Gobira and Profa. Dra. Lynn Alves - UFBA)
Works with a ludic character, digital games, game art, ludic or interactive narratives in various media.
2. Design, art and interfaces (coordenação: Prof. Dr. Débora Aita Gasparetto - UFSM)
Works focused on various interfaces (such as artistic interfaces), interactivity, and the connection between Design and Society.
3. Image and Techno-poetics (coordination: Prof. Dr. Rogério Barbosa da Silva - CEFET-MG and Prof. Dr. Wagner José Moreira - CEFET-MG)
Works that handle image in connection with mechanical technologies (19th Century), Digital and electronic technologies (20th and 21st Century), as well as electronic poetry, digital literature, edition and technology, and other technological poetics.
4. Memory and Digital Technologies (coordination: Prof. Dr. Cátia Rodrigues Barbosa - UFMG and Prof. Dr. Renata Baracho Porto - UFMG)
This work group accepts works about archives, collections, museums and communication with regard to technologies and contemporary media. This WG welcomes proposals involving artistic and design projects related to the interdisciplinary field of interface design. The areas of Art and Design intersect with cognitive psychology, neuroscience, computing, architecture, the world of games and gamification, among other related areas. It covers themes related to design methodologies, UX (User Experience), Usability and Accessibility, User Centered Design, Prototypes, Interaction-Obra-Interface, Poetics in Interactive Art, Responsive Environments. We start from the assumption that interactive interface design can contribute to the resolution of individual and collective daily problems, as well as to bring aesthetic issues to technical objectives, acting in the connection between people and things, in order to transform multiple realities, playful or poetic.
5. Ludic reality: childhood literature in portable computing devices (coordination: Profa. Dra. Cássia Macieira - UEMG)
The multi-modality of the illustrated book is credited in the various layers of reading, measured, among other means, by the conjunction of writing, image and the materiality of the physical object. In supports such as tablets, smartphones and other portable computing devices, the representations of characters, actions, typography, spaces of visual composition (poetic or not) and all the aesthetics of the narrative expand to experiences with multiple resources, in accordance with movement, sound and specificity of the support. In this WG: Ludic Reality: literature for childhood in portable computing devices aims to discuss theories and works created from/to digital media, in order to investigate whether: intermidiality, intertextuality and multimodality corroborate the narrative-pictographic fruition (and also the (in)congruences), expanding notions of co-authorship, sensory reading and interarts relations.
6. Design, communication and audiovisual (coordination: Prof. Dr. Charles Bicalho - UEMG)
An approach to the transformations and expansions brought about by digital technology in the audiovisual sector. Fiction cinema, for example, has become sophisticated in all respects, but especially in visual effects and production design, through CGI and 3D. Documentary films increasingly make use of digital elements, in openings, vignettes or re-enactments. The market for audiovisual products has expanded vertiginously. The Internet has become a new territory, virtually inexhaustible, for the influx of digital productions of all types and genres, such as animation, motion design, popular videos, experimental, etc. Expanded cinema, performance and installation are also expensive to the subject, since with the use of technology, they have gained new and amplified dimensions.
7. Free Hardware and software in the arts (coordination: Prof. Dr. João Vilnei de Oliveira Filho - UFC)
It brings together projects that articulate art, design and technology, exploring the potential of free software and hardware integrated to a research in contemporary artistic creation, as a platform for intersection between new technologies and art, and that develop, apply and increase knowledge and reflection for the visual arts - expanding beyond considerations about the relationship between art and technology, also including design, communication and society. The expectation is that the projects to be presented will be of different types, such as the development of audiovisual installations and interactive systems, passing through hypermedia, virtual reality, concepts of network and cyberspace, and that they will emerge concomitantly with theoretical and technical deepening, with bibliographic studies, study meetings and discussion, from a relationship between academia and the environment.
8. Brazilian digital literature: production and criticism (coordination: Profa. Dra. Rejane Cristina Rocha - UFSCAR)
The main challenges posed by the study of digital literature relate to the fact that the concepts constructed by literary theory, such as work, originality, authorship, reader and reading, not to mention the very definition of literature - constructed throughout the history of printed culture - suffer tension when taken to the context of digital culture and literature. Thus, an approach that does not devalue digital literary works a priori is made urgent by the fact that they are poorly accommodated to theoretical formulations that were not built paying attention to their specificities of construction, circulation, reading and legitimization. Based on these assumptions, this WG intends to gather scholars and creators of digital literature around an effort to reflect on the characteristics of Brazilian digital literature, its disordered trait in relation to other fields of knowledge and other artistic languages and its critical analysis from different theoretical and methodological approaches.
9. Realities, Irreality and Sound and Music Para-realities: Augmented Reality, Virtual Reality, Artificial Intelligence, spaces and means of creation and performance multidimensional (coordination: Prof. Dr. Regis Rossi Alves Faria - USP)
This is a GT focusing conventions and concepts, and articulating propositions and experiences in the broad, complex and why not imponderable meeting of reality and virtuality, of the craft and the automatic, of the physical and the immaterial, of the concrete and the indefinite, of the original and the artificial, of the deterministic and the stochastic, of the causal and the casual, of the acoustic and the para-acoustic, a dialogic space to confront and to mean manifestations and expansions in the creation and in the sound and musical performance mediated by digital technologies. Work submissions include reports of experiences, projects, implementation and creative execution, theoretical or practical confrontations on the proposed topics, with critical and reflexive foundations that establish temporal connections between referential (the past) and trends (the future).
Each author/co-author is allowed to send up to 2 works and the official languages of the event are Portuguese and English.
An undergrad or grad student will not be able to submit their work unless in coauthorship with a first author that has, or is completing, their post-graduation (masters and doctorate).
The abstracts must be sent through the EasyChair system and must indicate, in the first keyword in their designated space, the "Work Group" that they intend to participate on.
The Work Groups (WG) of the 2020 Congress, were the works shall fit in are:
1. Ludic Universe (coordination: Prof. Dr. Pablo Gobira and Profa. Dra. Lynn Alves - UFBA)
Works with a ludic character, digital games, game art, ludic or interactive narratives in various media.
2. Design, art and interfaces (coordenação: Prof. Dr. Débora Aita Gasparetto - UFSM)
Works focused on various interfaces (such as artistic interfaces), interactivity, and the connection between Design and Society.
3. Image and Techno-poetics (coordination: Prof. Dr. Rogério Barbosa da Silva - CEFET-MG and Prof. Dr. Wagner José Moreira - CEFET-MG)
Works that handle image in connection with mechanical technologies (19th Century), Digital and electronic technologies (20th and 21st Century), as well as electronic poetry, digital literature, edition and technology, and other technological poetics.
4. Memory and Digital Technologies (coordination: Prof. Dr. Cátia Rodrigues Barbosa - UFMG and Prof. Dr. Renata Baracho Porto - UFMG)
This work group accepts works about archives, collections, museums and communication with regard to technologies and contemporary media. This WG welcomes proposals involving artistic and design projects related to the interdisciplinary field of interface design. The areas of Art and Design intersect with cognitive psychology, neuroscience, computing, architecture, the world of games and gamification, among other related areas. It covers themes related to design methodologies, UX (User Experience), Usability and Accessibility, User Centered Design, Prototypes, Interaction-Obra-Interface, Poetics in Interactive Art, Responsive Environments. We start from the assumption that interactive interface design can contribute to the resolution of individual and collective daily problems, as well as to bring aesthetic issues to technical objectives, acting in the connection between people and things, in order to transform multiple realities, playful or poetic.
5. Ludic reality: childhood literature in portable computing devices (coordination: Profa. Dra. Cássia Macieira - UEMG)
The multi-modality of the illustrated book is credited in the various layers of reading, measured, among other means, by the conjunction of writing, image and the materiality of the physical object. In supports such as tablets, smartphones and other portable computing devices, the representations of characters, actions, typography, spaces of visual composition (poetic or not) and all the aesthetics of the narrative expand to experiences with multiple resources, in accordance with movement, sound and specificity of the support. In this WG: Ludic Reality: literature for childhood in portable computing devices aims to discuss theories and works created from/to digital media, in order to investigate whether: intermidiality, intertextuality and multimodality corroborate the narrative-pictographic fruition (and also the (in)congruences), expanding notions of co-authorship, sensory reading and interarts relations.
6. Design, communication and audiovisual (coordination: Prof. Dr. Charles Bicalho - UEMG)
An approach to the transformations and expansions brought about by digital technology in the audiovisual sector. Fiction cinema, for example, has become sophisticated in all respects, but especially in visual effects and production design, through CGI and 3D. Documentary films increasingly make use of digital elements, in openings, vignettes or re-enactments. The market for audiovisual products has expanded vertiginously. The Internet has become a new territory, virtually inexhaustible, for the influx of digital productions of all types and genres, such as animation, motion design, popular videos, experimental, etc. Expanded cinema, performance and installation are also expensive to the subject, since with the use of technology, they have gained new and amplified dimensions.
7. Free Hardware and software in the arts (coordination: Prof. Dr. João Vilnei de Oliveira Filho - UFC)
It brings together projects that articulate art, design and technology, exploring the potential of free software and hardware integrated to a research in contemporary artistic creation, as a platform for intersection between new technologies and art, and that develop, apply and increase knowledge and reflection for the visual arts - expanding beyond considerations about the relationship between art and technology, also including design, communication and society. The expectation is that the projects to be presented will be of different types, such as the development of audiovisual installations and interactive systems, passing through hypermedia, virtual reality, concepts of network and cyberspace, and that they will emerge concomitantly with theoretical and technical deepening, with bibliographic studies, study meetings and discussion, from a relationship between academia and the environment.
8. Brazilian digital literature: production and criticism (coordination: Profa. Dra. Rejane Cristina Rocha - UFSCAR)
The main challenges posed by the study of digital literature relate to the fact that the concepts constructed by literary theory, such as work, originality, authorship, reader and reading, not to mention the very definition of literature - constructed throughout the history of printed culture - suffer tension when taken to the context of digital culture and literature. Thus, an approach that does not devalue digital literary works a priori is made urgent by the fact that they are poorly accommodated to theoretical formulations that were not built paying attention to their specificities of construction, circulation, reading and legitimization. Based on these assumptions, this WG intends to gather scholars and creators of digital literature around an effort to reflect on the characteristics of Brazilian digital literature, its disordered trait in relation to other fields of knowledge and other artistic languages and its critical analysis from different theoretical and methodological approaches.
9. Realities, Irreality and Sound and Music Para-realities: Augmented Reality, Virtual Reality, Artificial Intelligence, spaces and means of creation and performance multidimensional (coordination: Prof. Dr. Regis Rossi Alves Faria - USP)
This is a GT focusing conventions and concepts, and articulating propositions and experiences in the broad, complex and why not imponderable meeting of reality and virtuality, of the craft and the automatic, of the physical and the immaterial, of the concrete and the indefinite, of the original and the artificial, of the deterministic and the stochastic, of the causal and the casual, of the acoustic and the para-acoustic, a dialogic space to confront and to mean manifestations and expansions in the creation and in the sound and musical performance mediated by digital technologies. Work submissions include reports of experiences, projects, implementation and creative execution, theoretical or practical confrontations on the proposed topics, with critical and reflexive foundations that establish temporal connections between referential (the past) and trends (the future).
ARTWORK SUBMISSION FOR THE EXHIBITION
In its 6th edition we intend to continue the movement started in 2019 and to exhibit artistic works proposed by artists who intend to come to the Seminar.
For the evaluation of these proposals we expect the sending of artistic projects (about ready-made works of art: performances, videomapping, videos, games, graphic arts, bio-art, software art among other various possibilities in the field of relations between art, science and technology).
ARTISTIC PROPOSAL SUBMISSION
Until 27th Feb. 2020
MODEL FOR THE ARTISTIC PROPOSAL
We ask that the proposals cointain the following information: 1) title, 2) abstract, 3) needed equipament/materials, 4) category (if appliable), 5) Year (or if it hasn't been exhibited yet), 6) Concept/argument/that upholds the work in a theoritical point of view, 7) technical description of the artwork (including physical dimmensions), 8) suggested proposta de expography (on how to exhibit the artwork), 9) images and videos of the artwork (or link of the website/portfolio etc.), 10) mini-bio of the artist(s).
Warning: the communication review will be "blind" (the reviewers won't have access to whom the authors are). However, such thing won't be possible while reviewing the artistic proposals. Unfortunately, in this edition, there will be no payment for the artists.
For the evaluation of these proposals we expect the sending of artistic projects (about ready-made works of art: performances, videomapping, videos, games, graphic arts, bio-art, software art among other various possibilities in the field of relations between art, science and technology).
ARTISTIC PROPOSAL SUBMISSION
Until 27th Feb. 2020
MODEL FOR THE ARTISTIC PROPOSAL
We ask that the proposals cointain the following information: 1) title, 2) abstract, 3) needed equipament/materials, 4) category (if appliable), 5) Year (or if it hasn't been exhibited yet), 6) Concept/argument/that upholds the work in a theoritical point of view, 7) technical description of the artwork (including physical dimmensions), 8) suggested proposta de expography (on how to exhibit the artwork), 9) images and videos of the artwork (or link of the website/portfolio etc.), 10) mini-bio of the artist(s).
Warning: the communication review will be "blind" (the reviewers won't have access to whom the authors are). However, such thing won't be possible while reviewing the artistic proposals. Unfortunately, in this edition, there will be no payment for the artists.