10:00 – 10:30 registration. Participation in the conference is without charges (free entry). To sign up to the event please drop an e-mail to the following address: firstname.lastname@example.org. The language of the conference is english (hungarian lectures will be translated).
10:30 – 11:00 Richárd NAGYFI (sociologist, researcher and developer) The Rise and Fall and Rise of Virtual Reality: a summary of hardware, software and social challanges VR headsets had to overcome to finally achieve basic immersion. #intro
11:00 – 11:30 The Metaverse. The basic difference between virtual reality and other imaginary alternate realities of human culture (like the underworld, dreams or drug induced psychedelic journeys) is that VR is a technology-mediated experience. But can the virtual reality get rid of the ideas connected to the elder „other worlds”? The representation of VR in science fiction film and literature is still contaminated with pre-technological thinking: it is often haunted by gods, demons, sects and religious rituals.
Virtual reality in literature and film. Presentation: SEPSI László #cult
11:30-12:00 Digital culture revolts with images against nature, which human body was also an integral part of. As a result, images deprive us of corporeality and force the experience of images in its place. Lecture: Márió NEMES Z. (writer, poet, aesthete) #body
12:00 – 12:30
Death of symbols and digital virulence. Virtuality and reality are not to be conceived as distinct or antagonistic categories, but destructured reminiscences of systems that reciprocally contaminate and interfuse one another. Márk HORVÁTH (philosopher, founder of Absentology) #philosophy
12:30 – 14:00 lunch break
14:00 – 14:30 Augment Reality with Serious Games
Daniel Schwarz explains how games can become urban transformators by injecting real-world data into a game system and giving it to the citizens to plan their own city. Daniel SCHWARZ (DE) / co-founder and creative director of takomat GmbH. #seriousgames
14:30 – 15:00 Virtual reality is not a new world which will be conquered by the bold, greedy, slightly genocidal adventurers and then become land of the free and home of the brave. VR is a new universe with billions of potentially habitable worlds. Every single atom of that new universe will be owned by corporations from the very moment of its creation. The laws of those lands will be end-user license agreements written by corporate lawyers. The governance will be algorithmic. Mirko STOJKOVIC (RS) (Faculty of Dramatic Arts Belgrade) #society
15:00 –15:30 Speculative fiction & easter eggs. Recent Royal College of Art graduate Jelena Viskovic launches a three-act narrative game built from documentary material. Nirgendheim seems like a dystopian city of the future, but is born out of documents, experiences, and architectures taken from Berlin, Budapest and London, depicting the shadows of modernist dreams. Jelena’s work imagines the collapse of fragile global cities, showing how scientific and political ‘magic’ are essential to contemporary technologies of estrangement, and the search for meaning in a world of decentred networks of information. Artist talk: Jelena VISKOVIC #art
15:30 – 16:00
Pekko KOSKINEN (FI) - Christiane HÜTTER (DE): The methodology of #COPPP Budapest project. Reality Research Center. Reality Research Center is a performing arts collective based in Helsinki, Finland, founded in 2001. Their works stem from critical perspectives that observe, question and renew the surrounding reality through performative means. For RRC, performances are both a tool for and a result of artistic research. Pekko Koskinen creates realities based on game design, playing around with combinations of art and everyday life. His works have included fictional religions, social forms, conceptual tools and self-designs. Many of these interact with everyday life. #performance
16:00 – 16:30 Peter Tomaz DOBRILA (SI):
Art as technology based activity embraces various, processes, material and in-material to construct various realities. Digital is only a simulacrum of simulacrum – analog (and discreet) in various media and different environments being called virtual, artificial, non-haptic, immersive, augmented, mixed. But it's reality after all. With intermedialisation of art we step into multisensual, responsive media environments / ambients and confront traditional forms with creative principles of cybernetics and computer procedures. Peter Tomaž Dobrila is an electronic and IT engineer and a musician who focuses on the creative use of the new technologies. He co-founded the Multimedia Centre KiberSRCeLab – KIBLA (MMC KIBLA) in Maribor and is a president of the Association for Art and Audio-Visual Production CODE BLUE.
16:30 – 17:00 Joris WEIJDOM (NL): The dramaturgy of Mixed Reality experiences. The recent acceleration in development of virtual- and augmented reality technologies has created a huge increase in experimental mixed reality experiences that explore the nature of embodied immersive storytelling. The exploration of this potentially new medium, or stage, asks for an interdisciplinary approach in its design process using know-how from film-, game-, interactive media- and theatre disciplines. #design
17:00 – 17:30 Maria GARDIZI: (DE) The Hatusne Miku-phenomenon. From the virtual to the physical. Who is Hatsune Miku? A fashion-icon, a musician, an idol? What we know for sure is that the turquoise haired winner of Japans biggest Science-Fiction literary award is a superstar. The first virtual superstar ever made. But is she really the first of her kind? And what culture produces a phenomenon like this? On a final note, character designer and concept artist Maria Gardizi will give a brief insight on how to develope a superstar character. #popculture
17:30 – 18:00
„Within three decades, the iconography of computer games developed from abstraction (a few pixels for a tree) to hyperrealism, where the leaves of the tree are produced by generative algorithms imitating natural forms. This progression reflects the conquest of the world by mathematical means”. Virtual ecosystems, visual fidelity, simulations, alternative worlds and video games. Talk: DEVIL COW ENTERTAINMENT ( game designers) #games