REGISTRATIONS 2020/2021
SUBMISSION OF ABSTRACTS
SUBMISSION OF ABSTRACTS
UNTIL FEB. 27TH, 2020
PRESENTATION VIDEO SUBMISSION
UNTIL JAN. 21ST, 2021
FULL WORK SUBMISSION
UNTIL FEB. 1ST, 2021
UNTIL FEB. 27TH, 2020
PRESENTATION VIDEO SUBMISSION
UNTIL JAN. 21ST, 2021
FULL WORK SUBMISSION
UNTIL FEB. 1ST, 2021
SUBMISSION'S RULES
CIACT 2020/2021 FULL PAPER TEMPLATE | |
File Size: | 11 kb |
File Type: | docx |
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. 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.
6. Free and Proprietary 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 (or paid) software and hardware integrated to a research in contemporary artistic creation, as an platform for intersection between new technologies and art 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 are of different types, such as the development of audiovisual installations and interactive systems, going through hypermedia, virtual reality, concepts of network and cyberspace, that will emerge concomitantly with theoretical and technical deepening, with bibliographic studies, study meetings and discussion, based on a relationship between academia and the environment.
7. 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.
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. 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.
6. Free and Proprietary 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 (or paid) software and hardware integrated to a research in contemporary artistic creation, as an platform for intersection between new technologies and art 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 are of different types, such as the development of audiovisual installations and interactive systems, going through hypermedia, virtual reality, concepts of network and cyberspace, that will emerge concomitantly with theoretical and technical deepening, with bibliographic studies, study meetings and discussion, based on a relationship between academia and the environment.
7. 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.