CFP: 2024 Stanford-Leuphana Academy — “Art, Technology, and the Problem of Acceleration”

I am happy to announce the call for papers for the 5th annual Stanford-Leuphana Academy for Media Studies, which will again take place in Berlin (June 24-28, 2024)! 

Stanford-Leuphana Summer Academy 
on Humanities and Media 2024

Open to advanced PhD candidates 

Date: June 24-28, 2024

Location: Stanford Berlin, Haus Cramer, Pacelliallee 18, 14195 Berlin

Application Deadline: January 15, 2023

2024 topic: »Art, Technology, and the Problem of Acceleration«

For the last two hundred years, any number of writers and scholars have claimed that life is speeding up. As early as 1880 Goethe called the emerging industrial era “velociferous.” In today’s information era, such diagnoses flourish from popular punditry to Paul Virilio’s “Dromology,” Hartmut Rosa’s “Social Acceleration” and, of course, the philosophers of “Accelerationism.” An even older line of thought, a line we can trace back to Newton and Galileo, reminds us that in physics, and perhaps in the social world too, acceleration is always linked to forces of resistance, to inertia and redirection.  Today such resistance ranges from a booming deceleration and disconnection industry to reactionary critiques of modernity, from institutional inertia and foot-dragging to the persistence of habits, emotions, mindsets, and values.

            How can we understand this interplay of acceleration, technology, and inertia? What roles might media, art, and technology play in processes of acceleration and resistance? Can the study of literature or painting or multimedia sculpture, for instance, help us explore the forces driving acceleration? Give us new ways to understand the refusal to accelerate? What roles has aesthetics played in the economic, organizational, and technological changes under way around the world? And can we make new forms, new stories or images or objects, that let us imagine how we might do things differently?

            We aim to bring together emerging scholars from a variety of fields to explore these and related questions. We welcome applications from across the humanities, the arts, and the social sciences. We hope to work collectively and to give participants a newly multidisciplinary toolkit with which to analyze acceleration and deceleration, in the past, the present, and the future.

Core Faculty

1. Timon Beyes (Sociology of Organization and Culture, Leuphana)

2. Shane Denson (Film & Media Studies/Modern Thought & Literature, Stanford)

3. Ute Holl (Media Studies, Basel)

4. Sybille Krämer (Philosophy, Leuphana)

5. Claus Pias (History and Epistemology of Media, Leuphana)

6. Aileen Robinson (Theater & Performance Studies/Modern Thought & Literature, Stanford)

7. Fred Turner (Communication, Stanford)

Special Guest

Wolfgang Ernst (Media Theory, Humboldt University Berlin)

Application

All applications from advanced doctoral candidates must be submitted electronically in PDF format. Please submit your CV (1-2 pages) along with a 500-word abstract of your topic and a short letter of intent explaining why you would like to attend this Summer Academy.

Please use the following naming convention for your application files: Lastname_CV.pdf,

Lastname_Abstract.pdf, Lastname_Letter_of_Intent.pdf.

Please email your applications by January 15, 2024 to stanleu@leuphana.de.

The working language of the Summer Academy will be English. The organizers will cover travel (economy) and accommodation costs for the time of the summer school. No additional fees will be charged. 

General information

The Stanford-Leuphana Summer Academy addresses the intersection between individual humanities disciplines and studies of media and technology from a variety of historical, systematic, and methodological perspectives. As we live in a time when new technologies are emerging at an increasingly rapid pace, the Academy seeks to address vital questions about how different media can drive political and social change, but it also inquires into the assumptions and values that produce technological artifacts. Media studies and media theory intersect with various disciplines in the humanities and social sciences that treat the transmission of information, the formation of social networks, and the embodiment of knowledge in technological artifacts. Therefore, the Academy will bring together faculty and students from various branches of the humanities and social sciences to think about how »mediality« permeates these disciplines in distinct ways; we will approach these issues not only from a robustly interdisciplinary vantage but also by way of comparative cultural and historical perspectives. In this way, the Academy will contribute to our understanding of the fundamental ways that forms of media and technological mediation inform disciplinary knowledge across the humanities, as well as the ways that these disciplinary knowledge formations are an essential precondition to any serious thinking about mediality. 

CFP: 2023 Stanford-Leuphana Academy for Media Studies — “Media and Cultural Change”

I am happy to announce the call for papers for the 4th annual Stanford-Leuphana Academy for Media Studies, which will again take place in Berlin (June 25-30, 2023)! 

The topic this year is “Media and Cultural Change”

Our core faculty this year are:

  • Timon Beyes (Sociology of Organisation and Culture, Leuphana)
  • Shane Denson (Film and Media Studies, Stanford)
  • Marisa Galvez (French, Italian, and German Studies, Stanford)
  • Karla Oeler (Film and Media Studies, Stanford)
  • Claus Pias (History and Epistemology of Media, Leuphana)
  • Fred Turner (Communication, Stanford)
  • Sybille Krämer (Philosophy, Leuphana)
  • Ruth Mayer (American Studies, Hannover)
  • Bernhard Siegert (History and Epistemology of Cultural Techniques, Weimar)

Special Guests:

  • Simon Denny (University of Fine Arts Hamburg)
  • Wolfgang Ernst (Media Studies, Humboldt University Berlin) — to be confirmed

As in previous years, travel and accommodation costs will be covered for graduate students accepted to the Academy, and there will be no additional fees for participation. So please consider applying and spread the word to qualified graduate students!

CFP Post-Cinema: Practices of Research and Creation

CFP Post-Cinema: Practices … by medieninitiative on Scribd

I am happy to share the CFP for a special issue of Images Secondes on the topic of “Post-Cinema: Practices of Research and Creation,” edited by Chloé Galibert-Lainé and Gala Hernández López.

The special issue, for which I am serving on the comité scientifique (which sounds a lot cooler than “review board”), will collect traditional scholarly articles as well as contributions in other media (such as videographic criticism and experimental digital forms). Proposals are due April 20, 2020, with final submissions due September 30.

Please spread the word to anyone who might be interested in contributing to what is sure to be an exciting publication!

CFP(articipants): CPU Media/Arts Workshop on SELF-ORGANIZED CRITICALITY

CPU, the Critical Practices Unit, is bifurcating. In addition to hosting events, such as last quarter’s exploration of robotics and performativity, CPU is inaugurating a media/arts workshop.

This will be a space, organized around periodic themes, in which we will plan, discuss, and create projects which disturb the unhappily inherited oppositions of theory/practice, life/art, art/science, and scholarship/the rest. Writers, artists, coders, musicians, everybody (anybody), with a desire to explore alternate ways of making-alongside-theory is welcome. We are looking for critical making, art, manifestos, noise, digital humanities, novel forms of publication, works in progress, and more. There will be no imposed limitation to the scale, medium, or temporality of these projects—only a dotted timeline of informal get-togethers (with snacks) in which we can provide feedback, support, and a shared (if distributed) space for one another. If you’re already working on something (or know someone who is (please forward widely !)), or want to start something, let us know !

CPU’s first workshop theme will be SELF-ORGANIZED CRITICALITY.

Plucked from complexity sciences, SoC is a speculative mechanism which describes how “natural systems,” such as life, might form out of chaos. The term prompts, among many potential questions: How do we(?) position criticality (historically, socially, ontologically) ? Is there any pleasure in critique ? How to navigate porosities or closures between the humanities and sciences (physis/nomos, physis/techne) ? What does it mean for material to gather ? Can material be maternal, or sex abstract ? Who is the ‘self’ which organizes, and how is it oriented (toward/against futures, origins, vortices, decay) ? What does it mean to do all this at Stanford ? Word-play is encouraged—no association is too loose.

We’ll be organizing a first get-together soon.

Again, if interested, please reach out to Hank Gerba: hankg@stanford.edu

CFP: Seriality Seriality Seriality — Berlin, June 2016

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Seriality Seriality Seriality: The Many Lives of the Field That Isn’t One

On June 22-24, 2016, the Popular Seriality Research Unit (DFG Forschergruppe 1091 “Ästhetik und Praxis populärer Serialität”) will hold its final conference in Berlin, Germany.

After six years, thirteen subprojects, nine associated projects, numerous conferences, workshops, and publications it is time to reach some kind of conclusion.

Together with our international collaborators over the years, we would like to explore future possibilities and alternative visions of a “field” that we always claimed existed. Thus, the focus of our final conference will be on the histories, conceptualizations, and methodologies of seriality studies itself.

Trying to sidestep the formats of the project pitch, the case study, the “reading” of individual series according to pre-existing theoretical models or their translation into philosophical master vocabularies, we invite scholarly practices—including those just mentioned—to reflect on the challenges and limits of (their contributions to) seriality studies as an ongoing, perhaps fantastical, project that traverses disciplinary and methodological paradigms.

Each of the Research Unit’s current subprojects will organize a section. Section formats will vary but they will always stress discussion and exchange. Hence, workshops and panel discussions will provide at least 40 minutes for Q&A. Time limits for papers (20 minutes) and panel statements (5 minutes) will be strictly enforced.

We invite paper proposals for sections nos. 3, 7, & 11 by October 31, 2015. Please specify which of these sections you are applying for; note that other sections are already complete.

Please refer to the CFP above for details and application procedures, and visit our conference website at: http://www.popularseriality.de/en/konferenz/index.html

CFP: Digital Seriality — Special Issue of Eludamos: Journal for Computer Game Culture

Digital_Seriality.003a

I am pleased to announce that my colleague Andreas Jahn-Sudmann and I will be co-editing a special issue of Eludamos: Journal for Computer Game Culture on the topic of “Digital Seriality.” Here, you’ll find the call for papers (alternatively, you can download a PDF version here). Please circulate widely!

Call for Papers: Digital Seriality

Special Issue of Eludamos: Journal for Computer Game Culture (2014)
Edited by Shane Denson & Andreas Jahn-Sudmann

According to German media theorist Jens Schröter, the analog/digital divide is the “key media-historical and media-theoretical distinction of the second half of the twentieth century” (Schröter 2004:9, our translation). And while this assessment is widely accepted as a relatively uncontroversial account of the most significant media transformation in recent history, the task of evaluating the distinction’s inherent epistemological problems is all the more fraught with difficulty (see Hagen 2002, Pias 2003, Schröter 2004). Be that as it may, since the 1990s at the latest, virtually any attempt to address the cultural and material specificity of contemporary media culture has inevitably entailed some sort of (implicit or explicit) evaluation of this key distinction’s historical significance, thus giving rise to characterizations of the analog/digital divide as caesura, upheaval, or even revolution (Glaubitz et al. 2011). Seen through the lens of such theoretical histories, the technical and especially visual media that shaped the nineteenth and twentieth centuries (photography, film, television) typically appear today as the objects of contemporary digitization processes, i.e. as visible manifestations (or remnants) of a historical transition from an analog (or industrial) to a digital era (Freyermuth and Gotto 2013). Conversely, despite its analog pre-history today’s digital computer has primarily been addressed as the medium of such digitization processes – or, in another famous account, as the end point of media history itself (Kittler 1986).

The case of digital games (as a software medium) is similar to that of the computer as a hardware medium: although the differences and similarities between digital games and older media were widely discussed in the context of the so-called narratology-versus-ludology debate (Eskelinen 2001; Juul 2001; Murray 1997, 2004; Ryan 2006), only marginal attention was paid in these debates to the media-historical significance of the analog/digital distinction itself. Moreover, many game scholars have tended to ontologize the computer game to a certain extent and to treat it as a central form or expression of digital culture, rather than tracing its complex historical emergence and its role in brokering the transition from analog to digital (significant exceptions like Pias 2002 notwithstanding). Other media-historiographical approaches, like Bolter and Grusin’s concept of remediation (1999), allow us to situate the digital game within a more capacious history of popular-technical media, but such accounts relate primarily to the representational rather than the operative level of the game, so that the digital game’s “ergodic” form (Aarseth 1999) remains largely unconsidered.

Against this background, we would like to suggest an alternative angle from which to situate and theorize the digital game as part of a larger media history (and a broader media ecology), an approach that attends to both the representational level of visible surfaces/interfaces and the operative level of code and algorithmic form: Our suggestion is to look at forms and processes of seriality/serialization as they manifest themselves in digital games and gaming cultures, and to focus on these phenomena as a means to understand both the continuities and the discontinuities that mark the transition from analog to digital media forms and our ludic engagements with them. Ultimately, we propose, the computer game simultaneously occupies a place in a long history of popular seriality (which stretches from pre-digital serial literature, film, radio, and television, to contemporary transmedia franchises) while it also instantiates novel forms of a specifically digital type of seriality (cf. Denson and Jahn-Sudmann 2013). By grappling with the formal commensurabilities and differences that characterize digital games’ relations to pre-digital (and non-ludic) forms of medial seriality, we therefore hope to contribute also to a more nuanced account of the historical process (rather than event) of the analog/digital divide’s emergence.

Overall, seriality is a central and multifaceted but largely neglected dimension of popular computer and video games. Seriality is a factor not only in explicitly marked game series (with their sequels, prequels, remakes, and other types of continuation), but also within games themselves (e.g. in their formal-structural constitution as an iterative series of levels, worlds, or missions). Serial forms of variation and repetition also appear in the transmedial relations between games and other media (e.g. expansive serializations of narrative worlds across the media of comics, film, television, and games, etc.). Additionally, we can grasp the relevance of games as a paradigm example of digital seriality when we think of the ways in which the technical conditions of the digital challenge the temporal procedures and developmental logics of the analog era, e.g. because once successively appearing series installments are increasingly available for immediate, repeated, and non-linear forms of consumption. And while this media logic of the database (cf. Manovich 2001: 218) can be seen to transform all serial media forms in our current age of digitization and media convergence, a careful study of the interplay between real-time interaction and serialization in digital games promises to shed light on the larger media-aesthetic questions of the transition to a digital media environment. Finally, digital games are not only symptoms and expressions of this transition, but also agents in the larger networks through which it has been navigated and negotiated; serial forms, which inherently track the processes of temporal and historical change as they unfold over time, have been central to this media-cultural undertaking (for similar perspectives on seriality in a variety of media, cf. Beil et al. 2013, Denson and Mayer 2012, Jahn-Sudmann and Kelleter 2012, Kelleter 2012, Mayer 2013).

To better understand the cultural forms and affective dimensions of what we have called digital games’ serial interfacings and the collective serializations of digital gaming cultures (cf. Denson and Jahn-Sudmann 2013), and in order to make sense of the historical and formal relations of seriality to the emergence and negotiation of the analog/digital divide, we seek contributions for a special issue of Eludamos: Journal of Computer Game Culture on all aspects of game-related seriality from a wide variety of perspectives, including media-philosophical, media-archeological, and cultural-theoretical approaches, among others. We are especially interested in papers that address the relations between seriality, temporality, and digitality in their formal and affective dimensions.

Possible topics include, but are not limited to:

  • Seriality as a conceptual framework for studying digital games
  • Methodologies and theoretical frameworks for studying digital seriality
  • The (im)materiality of digital seriality
  • Digital serialities beyond games
  • The production culture of digital seriality
  • Intra-ludic seriality: add-ons, levels, game engines, etc.
  • Inter-ludic seriality: sequels, prequels, remakes
  • Para-ludic seriality: serialities across media boundaries
  • Digital games and the limits of seriality

******************************************************************************

Paper proposals (comprising a 350-500 word abstract, 3-5 bibliographic sources, and a 100-word bio) should be sent via e-mail by March 1, 2014 to the editors:

  • a.sudmann[at]fu-berlin.de
  • shane.denson[at]engsem.uni-hannover.de

Papers will be due July 15, 2014 and will appear in the fall 2014 issue of Eludamos.

*******************************************************************************

References:

Aarseth, Espen. 1999. “Aporia and Epiphany in Doom and The Speaking Clock: The Temporality of Ergodic Art.” In Marie-Laure Ryan, ed. Cyberspace Textuality: Computer Technology and Literary Theory. Bloomington: Indiana University Press, 31–41.

Beil, Benjamin, Lorenz Engell, Jens Schröter, Daniela Wentz, and Herbert Schwaab. 2012. “Die Serie. Einleitung in den Schwerpunkt.” Zeitschrift Für Medienwissenschaft 2 (7): 10–16.

Bolter, J. David, and Richard A, Grusin. 1999. Remediation: Understanding New Media. Cambridge, Mass.: MIT Press.

Denson, Shane, and Andreas Jahn-Sudmann. “Digital Seriality: On the Serial Aesthetics and Practice of Digital Games.” Eludamos. Journal for Computer Game Culture 1 (7): 1-32. http://www.eludamos.org/index.php/eludamos/article/view/vol7no1-1/7-1-1-html.

Denson, Shane, and Ruth Mayer. 2012. “Grenzgänger: Serielle Figuren im Medienwechsel.” In Frank Kelleter, ed. Populäre Serialität: Narration – Evolution – Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Bielefeld: Transcript, 185-203.

Eskelinen, Markku. 2001. “The Gaming Situation” 1 (1). http://www.gamestudies.org/0101/eskelinen/.

Freyermuth, Gundolf S., and Lisa Gotto, eds. 2012. Bildwerte: Visualität in der digitalen Medienkultur. Bielefeld: Transcript.

Glaubitz, Nicola, Henning Groscurth, Katja Hoffmann, Jörgen Schäfer, Jens Schröter, Gregor Schwering, and Jochen Venus. 2011. Eine Theorie der Medienumbrüche. Vol. 185/186. Massenmedien und Kommunikation. Siegen: Universitätsverlag Siegen.

Hagen, Wolfgang. 2002. “Es gibt kein ‘digitales Bild’: Eine medienepistemologische Anmerkung.” In: Lorenz Engell, Bernhard Siegert, and Joseph Vogl, eds. Archiv für Mediengeschichte Vol. 2 – “Licht und Leitung.” München: Wilhelm Fink Verlag, 103–12.

Jahn-Sudmann, Andreas, and Frank Kelleter. “Die Dynamik Serieller Überbietung: Zeitgenössische Amerikanische Fernsehserien und das Konzept des Quality TV.” In Frank Kelleter, ed. Populäre Serialität: Narration – Evolution – Distinktion. Zum seriellen Erzählen seit dem 19. Jahrhundert. Bielefeld: Transcript, 205–24.

Juul, Jesper. 2001. “Games Telling Stories? – A Brief Note on Games and Narratives.” Game Studies 1 (1). http://www.gamestudies.org/0101/juul-gts/.

Kelleter, Frank, ed. 2012. Populäre Serialität: Narration – Evolution – Distinktion: Zum seriellen Erzählen seit dem 19. Jahrhundert. Bielefeld: Transcript.

Kittler, Friedrich A. 1986. Grammophon, Film, Typewriter. Berlin: Brinkmann & Bose.

Manovich, Lev. 2001. The Language of New Media. Cambridge, Mass.: MIT Press.

Mayer, Ruth. 2013. Serial Fu Manchu: The Chinese Supervillain and the Spread of Yellow Peril Ideology. Philadelphia: Temple University Press.

Murray, Janet H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge: MIT Press.

Murray, Janet H. 2004. “From Game-Story to Cyberdrama.” In Noah Wardrip-Fruin and Pat Harrigan, eds. First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT Press, 2-10.

Pias, Claus. 2002. Computer Spiel Welten. Zürich, Berlin: Diaphanes.

Pias, Claus. 2003. “Das digitale Bild gibt es nicht. Über das (Nicht-)Wissen der Bilder und die informatische Illusion.” Zeitenblicke 2 (1). http://www.zeitenblicke.de/2003/01/pias/.

Ryan, Marie-Laure. 2006. Avatars of Story. Minneapolis: University of Minnesota Press.

Schröter, Jens. 2004. “Analog/Digital – Opposition oder Kontinuum?” In Jens Schröter and Alexander Böhnke, eds. Analog/Digital – Opposition oder Kontinuum? Beiträge zur Theorie und Geschichte einer Unterscheidung. Bielefeld: Transcript, 7–30.

CFP: Contemporary Screen Narratives

Contemporary Screen Narratives: Storytelling’s Digital and Industrial Contexts

Conference to be held on 17 May 2012

Hosted by Department of Culture, Film and Media, University of Nottingham

Keynote speakers: Henry Jenkins and Jason Mittell

This one-day conference looks to trace connections between the narratives of contemporary screen media and their contexts of production, distribution and consumption. We refer here to narrative as the presentation and organisation of story via the semiotic phenomena of image, sound and written/spoken word. We anticipate that speakers will explore ways in which stories and their on-screen telling are informed by contemporary industrial and technological conditions. We invite contributions from postgraduate and early-career researchers working across screen-based narrative media, such as film, television, comics, literature, video games and other areas of new media. We are interested to receive all paper proposals pertinent to the conference topic, though we particularly welcome those that engage with the following themes and questions:

Industrial determinants. In what ways are stories and their telling contingent on the production cultures, distribution methods, revenue models and governmental policies that configure a given creative industry?

Digital Technologies. How has the construction and/or reception of narratives been influenced by digital production equipment, distribution tech, online platforms and consumer hardware devices?

Seriality and Transmedia: In what ways do serial narrative forms, whether disseminated within a given medium or across multiple media, reflect industrial and technological contexts?

Audio and Visual Styles: How are the sounds and visions of contemporary screen narratives informed by conditions of production and reception technologies?

Paratextual Surround: In what ways do promotional materials, practitioner discourses, fan cultures and critical/journalistic responses discursively frame screen narratives?

Send abstracts of 250 words to both:

Anthony Smith – aaxas4@nottingham.ac.uk

and

Aaron Calbreath-Frasieur – aaxac2@nottingham.ac.uk

Papers should not exceed twenty minutes in length.

The deadline for proposal submission is Monday 13 February 2012.

Deadline for proposal submission is now: 4 March 2012.

(Original CFP here: http://contemporaryscreennarratives.tumblr.com/)

CFP: The Nonhuman Turn

Honeycomb image

This promises to be a great event at the Center for 21st Century Studies at the University of Wisconsin-Milwaukee, with an excellent lineup of speakers:

May 4-5, 2012
The Nonhuman Turn in 21st Century Studies

This conference takes up the “nonhuman turn” that has been emerging in the arts, humanities, and social sciences over the past few decades. Intensifying in the 21st century, this nonhuman turn can be traced to a variety of different intellectual and theoretical developments from the last decades of the 20th century:

actor-network theory, particularly Bruno Latour’s career-long project to articulate technical mediation, nonhuman agency, and the politics of things

affect theory, both in its philosophical and psychological manifestations and as it has been mobilized by queer theory

animal studies, as developed in the work of Donna Haraway, projects for animal rights, and a more general critique of speciesism

the assemblage theory of Gilles Deleuze, Manuel DeLanda, Latour, and others

new brain sciences like neuroscience, cognitive science, and artificial intelligence

new media theory, especially as it has paid close attention to technical networks, material interfaces, and computational analysis

the new materialism in feminism, philosophy, and marxism

varieties of speculative realism like object-oriented philosophy, vitalism, and panpsychism

and systems theory in its social, technical, and ecological manifestations

Such varied analytical and theoretical formations obviously diverge and disagree in many of their aims, objects, and methodologies. But they are all of a piece in taking up aspects of the nonhuman as critical to the future of 21st century studies in the arts, humanities, and social sciences.

Running roughly parallel to this nonhuman turn in the past few decades has been the“posthuman turn” articulated by such important theoretical works as Katherine Hayles’ How We Became Posthuman and Cary Wolfe’s What Is Posthumanism? Thinking beyond the human, as posthumanism is sometimes characterized, clearly provides one compelling model for 21st century studies. But the relation between posthumanism and humanism, like that of postmodernism to modernism, can sometimes seem as much like a repetition of the same as the emergence of something different.

Thus, one of the questions that this conference is meant to take up is the relation between posthumanism and the nonhuman turn, especially the ways in which taking the nonhuman as a matter of critical, artistic, and scholarly concern might differ from, as well as overlap with, the aims of posthumanism. In pursuing answers to such questions, the conference is meant to address the future of 21st century studies by exploring how the nonhuman turn might provide a way forward for the arts, humanities, and social sciences in light of the difficult challenges of the 21st century.

Invited speakers (to date) include:

Jane Bennett (Political Science, Johns Hopkins)

Ian Bogost (Literature, Communication, Culture, Georgia Tech)

Bill Brown (English, Chicago)

Wendy Chun (Media and Modern Culture, Brown)

Mark Hansen (Literature, Duke)

Erin Manning (Philosophy/Dance, Concordia University, Montreal)

Brian Massumi (Philosophy, University of Montreal)

Tim Morton (English, UC-Davis)

In addition to the invited speakers, the conference will hold several breakout sessions for additional participants to present their work. Please refer to this Call for Papers for details and deadlines.

CFP: “Visions of the Future: Global SF Cinema”

The University of Iowa, Iowa City, Iowa, April 12-14, 2012

Keynote Speakers:
Professor N. Katherine Hayles (Literature Program, Duke University)
Professor Thomas LaMarre (East Asian Studies, Art History and Communications Studies, McGill University)

Once considered a marginal object of study, science fiction (SF) is undergoing a radical revision in academic circles, increasingly positioned as a privileged site for interpreting contemporary theoretical concerns on a global scale. Filmmakers throughout the world work both within and outside of the mainstream to pose alternative visions of globalization and its discontents, as showcased in films such as District 9 (Neill Blomkamp, South Africa, 2009),Sleep Dealer (Alex Rivera, U.S.-Mexico, 2008), The Host (Bong Joon-ho, South Korea, 2006), and Pumzi (Wanuri Kahiu, Kenya, 2009).
At the same time, shifts in international filmmaking practices call for a reconsideration of SF cinema, not as an abstract category, but in terms of the networks it makes possible. The rise of digital filmmaking, for example, has implications for the production of peripheral SF; cyberculture has altered how SF is produced, distributed, and received.
“Visions of the Future: Global SF Cinema,” made possible by an Arts and Humanities Initiative Grant from the University of Iowa, is designed to define an emerging field, moving away from the paradigm of national cinema to bring together shared theoretical frameworks, identifying new models and methods to help us investigate SF cinema’s relationship to contemporary global problems.
We invite proposals for papers that examine the multiple permutations of SF film around the world, from its origins to the contemporary moment. While we welcome all abstracts, we are especially interested in papers that address one or more of the following:

*immigration, citizenship, and labor
*shifting constructions of identity (including race, gender, ethnicity, nationality, and sexuality)
*theories of technology (such as posthumanism, transhumanism, techno-horror, cyberpunk, and techno-utopias/dystopias)
*bioethics and contagion
*imperialism, neo-imperialism, and the legacy of colonialism
*ecocriticism and environmental catastrophe
*how SF “travels” in and through dubbing, subtitling, and the film festival circuit
*cross-cultural SF film adaptations and remakes
*theories of temporality and history in “multiple” or “alternative” modernities
*SF and new media (including virtual realities, video games and MMORPG, mobile phones, online fandoms, and special effects such as CGI and 3-D)

The organizers will coordinate panels according to shared theoretical concerns, rather than regional or national specialization, to ensure interdisciplinary dialogue. Selected papers will be included in a refereed collection of previously unpublished essays on global SF cinema.
In addition to scholarly panels, the conference will feature screenings of key films in the SF genre from different national cinemas, followed by discussions.
Submission Information:
Please send an abstract (approximately 300 words), accompanied by a brief biographical note (approximately 250 words), toglobalSFconference@gmail.com. Proposals should be sent as Word (.doc/.docx) or PDF files. All submissions will be acknowledged. Deadline: August 31, 2011. Notification will be sent by September 15.
Organizers:
Jennifer Feeley, Assistant Professor, Department of Asian and Slavic Languages and Literatures; Cinema and Comparative Literature
Sarah Ann Wells, Assistant Professor, Department of Spanish and Portuguese
The University of Iowa

CFP: Traffic–Media Transatlantic IV

Harold Innis taught us to look at the media as a form of traffic. Media products/signs travel just like things and people; constantly flowing, they overcome space and time, partly on communal and partly on dedicated networks.
Traffic is the sum of its parts, made up of an infinite number of acts of transport and transfer. It is, however, more than that, because traffic has its own logic and forms its own structures and rules.
Traffic is frequently compared with water: it finds a way, forms trickles, raging currents and dissipative structures. In certain places it collects, accumulates, stands still; or seeps away. Traffic and sign traffic cannot be stopped: they overcome any obstacle, penetrate everything and
wear away anything fixed: one can plan, steer and direct them, but probably not control them.
Sign traffic poses a particular problem when it comes to observation. There is no “royal overlooking position” from which there would be a view of the entire proceedings; it is difficult to describe in qualitative terms, while empirical approaches must rely on counting.This conference is intended to take up the image proposed by Innis and view the media as a form of traffic. To this end, the following questions, for example, are of relevance:
• Which media phenomena can be described in traffic terms more accurately than in another perspective? Is it just a metaphor, or more?
• Which conceptions of traffic are represented in which fields of knowledge? Which of them are viable in an analysis of the media?
• Is a comprehensive traffic science, encompassing the traffic of commodities, people and signs alike, conceivable?
• Would this be identical to a kind of media ‘logistics’? Or to a theory about society on the whole, if Marx speaks of ‘forms of intercourse’ and Luhmann of ‘communication’?
• Which associations do the different connotations of the term entail? In English drug traffic, illicit transactions und air traffic control, in German communication in general, and sexual intercourse…
• What is the relationship between traffic and infrastructure? Is traffic only possible on the basis of established infrastructures, or does infrastructure come as a consequence of traffic’s requirements? What is the relationship between traffic and technology?
• Are there specific economic rules that steer the flow of traffic?
• Does traffic –as an adaptive system– allow for a bridging of media theory, fluid dynamics and the analysis of complex systems?
• What do network theories contribute to the understanding of sign traffic?
• What role does storage –Innis refers to staple production– play in relation to flow and traffic?
• Are there also traffic accidents, tail-backs or blocks in the media sphere?The scheduled conference continues a series of events, which started in 2007 and aim to bring together media scholars from the USA, Canada and Germany:

  • Re-Reading McLuhan:

An International Conference on Media and Culture in the 21st Century,
Feb. 14-18, 2007, Schloss Thurnau, University of Bayreuth, Germany
Hosts: Klaus Benesch, Kerstin Schmidt, Martina Leeker, Derrick de Kerckhove
Publ.: de Kerckhove, Derrick; Leeker, Martina; Schmidt, Kerstin (ed.):
McLuhan neu lesen. Kritische Analysen zu Medien und Kultur im 21. Jahrhundert. Bielefeld: Transcript 2008

  • Media Theory on the Move.

Transatlantic Perspectives on Media and Mediation
May 21-23, 2009, University of Potsdam, Germany
Host: Dieter Mersch

  • Media Transatlantic

Media Theory in North America and German-Speaking Europe
April 8-10, 2010, University of British Columbia, Vancouver, Canada
Hosts: Norm Friesen, Richard Cavell

The Media Transatlantic IV – Traffic conference is organised by the Graduiertenkolleg “Automatisms” (Research Training Group) at the University of Paderborn, Germany www.upb.de/rtg-automatisms .

The Research TG will cover part of your travel expenses.
Please send your title and an abstract of about 500 characters to:
Prof. Dr. Hartmut Winkler [ winkler@uni-paderborn.de ].
Deadline for submissions is July 31, 2011.