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Siggraph Art Papers : Submit now

Deadline : 30 January.

January 30, 2017: ACM SIGGRAPH Art Papers - Art Papers are published in a special issue of Leonardo, The Journal of the International Society of the Arts, Sciences and Technology (MIT Press). We also host Art Papers talks at the annual conference. Chaired by Ruth West.

Art Papers offers artists, theorists, historians, technologists, and researchers an opportunity to present contributions within and across disciplines to an interdisciplinary audience. The program is a unique opportunity for artists to add another dimension to their creative voice through writing and to present the motivation, thought process, inspiration, and methodologies behind their work that allow them to make contributions to global culture, to their specific artistic field, to society, and to the graphics industry. This can open up broader dialogues with scientists, industry, and technologists, and create a shared body of creative knowledge. 

SIGGRAPH 2017 welcomes Art Papers submissions from artists, theorists, historians, critical makers, storytellers, and technologists that address all digital arts modalities, computer graphics, and interactive techniques, and encourages submissions with an emphasis on the theme of virtual, augmented, and mixed reality. Artists have pioneered digital art forms, including virtual, augmented, and mixed realities for decades. In the midst of a renaissance in consumer virtual and augmented reality technologies poised to transform all areas of human endeavor, they continue to innovate and advance immersive and experiential culture to bridge the digital-physical interface. We encourage paper submissions that address topics such as the the role and history of the arts in pioneering virtual and augmented technologies in relation to the new wave of emerging consumer VR and AR; the interaction of aesthetics, visual imagery, soundscapes, and haptics within immersive experiences; conceptual or theoretical perspectives on virtual/augmented reality art, performance, and narratives; reflection upon the impact of virtual/augmented technologies in shaping the global cultural landscape; and far-ranging topics such as the contributions of artistic approaches to the next generation of immersive experiences that bridge the digital-physical interface in art, entertainment, analytics, gaming, medicine, science, engineering, robotics, space exploration, communication, tourism, transportation, or cultural exchange.



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