The ACM SIGGRAPH Digital Arts Community is pleased to announce a new call for submissions for an online web exhibition:
The Urgency of Reality in a Hyper-Connected Age
See below for details!
CALL FOR PROPOSALS
ACM SIGGRAPH Digital Arts Community Committee invites proposals for works to be shown in a new, juried online exhibition on the theme of “The Urgency of Reality in a Hyper-Connected Age.” Digital art formats for the web-based, online exhibition might include still images, animations, short time-based media excerpts (with links to longer works), interactions, installation documentation, or other formats suitable for presentation on the web. We are interested in art that explores the The Urgency of Reality in a Hyper-Connected Age topic thematically and conceptually, through the medium and/or content of the work.
Work will be juried by the ACM SIGGRAPH Digital Arts Community Committee members, along with other curators, scholars, and practitioners in the field. As with the other online exhibitions organized by the ACM SIGGRAPH Digital Arts Community, this exhibition will be presented and promoted primarily online.
Questions may be directed to the ACM SIGGRAPH Digital Arts Community Chair at arts AT siggraph.org. Submissions will take place through the EasyChair system.
DEADLINE FOR SUBMISSIONS: September 15, 2018
ACM SIGGRAPH DAC Online Exhibitions are open call, peer reviewed/juried exhibitions. Exhibitions are hosted online by ACM SIGGRAPH, and must be clear of third party copyright restrictions. Contributors retain copyright of their own creative work. For examples of previous online exhibitions, please see the links on the ACM SIGGRAPH Connect Page for the Digital Arts Community. ACM SIGGRAPH is a volunteer-driven nonprofit international organization affiliated with the Association for Computing Machinery (ACM). Thousands of people who share a passion for computer graphics and interactive techniques are members of this Special Interest Group on Computer Graphics and Interactive Techniques. ACM SIGGRAPH members are involved in a wide variety of fields, including computer science graphics research, digital art, scientific visualization, interactive technology, animation, game design, visual effects, education, film and television production, scientific research, and more.
MORE ON THE THEME:
The Urgency of Reality in a Hyper-Connected Age
“…iGen teens have more leisure time than Gen X teens did, not less. So what are they doing with all that time? They are on their phone, in their room, alone and often distressed.”
Jean M. Twenge
Humans have questioned the idea of what is real and not since people have been asking questions. Throughout time, events such as natural disasters and wars, or innovations in physics and technology have initiated reinvestigations of what we believe to be the true ground that we stand on. Given that since 2012 over half of the American population now owns a smartphone, the seismic shift in how we define what is real today lies within the framework of hyper-connectivity. This is seen most clearly in the youth of today as they spend time with “friends” online with whom they are always connected to, but sometimes never see in “real life.” They make life decisions, sometimes tragic, based on the “reality” that exists in digital space. The difference today is that most people are always connected in some way or another. Given that humans are social animals, hyper-connection has easily established a hold on us. The allure of something happening at all times keeps us from ever turning off, so much so that we sleep with our devices. In short, for better or for worse, we have created a new digital space that is not only an extension of our older lives, but might someday, if not already, supersede it. If “reality” exists within the device of our age, then it might not be such a big deal if our Earth implodes. The kids born post 1995 do not know any other existence, thus making urgent the assessment of what is “real” within the landscape of our children’s world.
The Urgency of Reality in a Hyper-Connected Age exhibition seeks to showcase artworks that question, illustrate, embrace, make predictions or otherwise challenge the notion of what it means to define the “real” in our quickly evolving landscape of connectivity. The concept is broad and we seek creative interpretations through art that thoughtfully addresses any aspect of the issue and that can be displayed online. This includes, but is not limited to, animations, imagery, games, performance documentation, installation documentation, interactive works, video art and works that take viewers off the exhibition page and on to their devices. Commentary in the form of essays about the concept are welcome.
We will accept the following:
Include 1-5 images that express any aspect of the theme. Images must be at least 1000 pixels in width in JPG format.
- Time based work (animation, video, documentation)
Short time based works (3 min or less) that express any aspect of the theme. You may include links to longer versions of the work. This may include video documentation, animation, video or performance. Time based files must be in the MPEG4 format.
- Interactive or web based works
Interactive art that address the theme could include links to an interactive work, web based work or documentation of an interactive work. Include links to the interactive piece.
- Written Work
Writings that address any aspect of the theme are welcome and may range from 1000 to 4000 words. This may include creative writing, manifestos, thought pieces, or other types of writing. Note: for scholarly essays related to the theme, you may wish to consider applying to SIGGRAPH Art Papers, which are fully vetted as academic writing and published in a special SIGGRAPH issue of Leonardo. (Next call will open in Fall 2018).
For all entries include the following:
- For Artwork: A short (no more than 500 words) artist statement about the work and how it relates to the theme
- For Written Work: A short abstract (no more than 500 words) about the writing.
- About the author(s): For writings or artworks include a short (250 words) biography about the author(s) and people involved in the making and (or) using the work.