“Call for Papers KuI 2023
To this day, our understanding of technology has been shaped by the idea of industrialisation as progress that makes our daily life safer and easier, but at the same time more diverse. In our post-digital age, physical and virtual systems are becoming more and more inseparable. Concepts for new products and systems are often conceived, implemented, and tested in digital and real environments at the same time. This is especially true for extended reality applications in which code and materiality, virtuality and reality form a unit.
Discussions of new materiality go hand in hand with physical and hybrid realities. At the same time, software and computer programs are increasingly helping to develop physical innovative materials for product design and other application fields. However, this new understanding of materiality is not only found in product design, but also in arts and culture created and/or presented in combination with digital technologies such as extended reality (VR, MR, AR).
The entanglement between the physical world and computer-generated data cuts across and expands far beyond disciplines such as human-computer interaction, machine-to-machine communication, computer graphics, sensor systems, humanities, and artistic sciences such as sound, visual, culture and design studies. With our 21st International Conference on Culture and Computer Science we want to address the multifaceted bridges between physicality and virtuality, between culture, arts, and engineering.
The Culture and Computer Science conference series will focus on best practice examples, challenges and future trends in the fields of physical and virtual spaces, mixed, extended, augmented, and virtual reality, hybrid systems, 3D technology, data collection and management, media integration, modelling, visualisation, and interaction. The conference addresses employees of cultural and creative industries, art and culture professionals, media, and communication scientists as well as computer scientists and engineers, who conduct research and development on cultural topics.
Physical and virtual spaces, especially hybrid spaces
Code and materiality
Mixed reality, augmented reality, augmented virtuality, and virtual reality systems, applications, and technologies
Analogue and digital exhibition design
Collections – exploitation, design, exhibition, and conveyance
Cultural heritage (tangible and intangible)
Influence of art and culture on future technical developments and vice versa
Interdependence between culture and computer science
Intuitive usage of media systems
Natural user interfaces
Simulation of cultural sites (acoustic, visual, and material)
Machine Learning for cultural applications
Ethics in culture and computer science
Further Key Aspects of the Conference:
Technologies for physical and virtual spaces
Digitalisation in the cultural and creative industries
Visualisation and interaction technologies
Interactive multimedia solutions for museums, theatres, concert halls, exhibitions etc.
Collaboration in physical and virtual spaces
Digital exhibitions, science centres, museums, and galleries
Location-based and context-sensitive services in a cultural context
Documentation, visualisation and interaction in museums and archives
Digital and hybrid storytelling”