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(IN)TANGIBLE HERITAGE(S): A conference on art, design, culture and technology - past, present, and future (Jun 2022, Canterbury, UK and Virtual)

Dates: 15-17 June 2022
Place: Canterbury, UK / Virtual
Website: AMPS Canterbury
Deadline for submission of abstracts: 30 June 2021 (early deadline)

Themes: Digital Art | Art Practice | Digital Design | Urban imaginaries | Heritage | Conservation | Preservation | Technology | Society and Culture | Architecture |

Disciplines: Art, Design, Art history, Heritage, Design, Architecture, History, Technology, Sociology, Cultural studies

Publishers: Intellect Books | Routledge Taylor & Francis | UCL Press | Libri Publishing | Vernon Press | Cambridge Scholars Publishing

The buildings, towns and cities we inhabit are physical entities created in the past, experienced in the present, and projected to inform the future. The same can be said of the artefacts we use daily: designed furniture in the home, the mobile devices in our hands, the vehicles we see on our streets. However, each of these places, buildings and products had, at their inception, social and cultural roles beyond their 'object' status. They continue to have them today. What we understand a designed object to be then, is a complex question of material and social import, and an intricate play of the tangible and intangible identities. Increasingly, it is also a question of hybrid experiences and overlaid histories. This conference address the range of issues connected to this scenario.

Issues

The complexity described above is even more pronounced in the case of digital artefacts and experiences such as computational design, VR simulations of ancient buildings, mobile apps, digital photography or virtual exhibitions. Intangible at the very moment of their inception, such designed artifacts not only blur the difference between the object and the experience, but, increasingly, the past and the present. Computer generated imagery creates 'life like' reconstructions of historic sites. Laser scanning gives archeologists glimpses of pasts erased long ago. Computational design gives designers instant recordings of their work in progress. Coupled with digital cataloguing, it gives us the instant asynchronous design archive.

Considered in this context it is not surprising that recently questions about the nature of heritage and design have opened up to redefinitions of the tangible and the intangible. What cultural impact do digital technologies today have on how we live in the 'real world'? How should digital reconstructions of monuments and buildings be interlaced in material existence? How are hybrid online and physical events and artefacts to be archived in the future? How do the designers of cities and buildings engage with 'being in the world' through the medium of a screen? Indeed, what is the future of our physical artefacts, our constructed buildings, our cultural traditions and our interpersonal engagement? What, in short, remains of the 'aura' of the material object, as it relates to social readings and virtual experience.

Picking up strands of art, architecture, design and socio-cultural debates found throughout the twentieth century (and before) this conference welcomes reconsiderations of 'heritage' as both a tangible and an intangible concept. It seeks perspectives from design, architecture, cultural theory, social history, technology and the arts. It seeks to overlay our notions of the digital, on ideas of heritage and concepts of physicality and the present.

COMMENTS

Name

academia,15,academic,2,activism,1,adaptation,1,additive manufacturing,1,admin,14,aesthetics,7,affect,1,ageing,2,AI,18,analogy,2,android,1,animation,1,anthropology,3,anticipation,1,app,1,architecture,51,art,2,arts,73,Asia,3,assistive technology,2,authority,1,automobile,1,award,1,balance,28,biology,5,biomimetics,17,book,8,branding,4,building,3,built environment,4,business,7,CAD,5,Canada,29,care,1,case,11,cfp,689,change revision,1,children,2,cinema,1,Circa,3,circular design,1,circular economy,4,codesign,3,cognition,12,collaboration,4,colonization,1,commercialization,3,commonplacing,1,communication,3,communication design,12,competition,5,complexity,5,computation,24,computer science,1,computing,18,concept map,4,conference,354,constructivism,1,conversation,1,conversational analysis,1,covid-19,4,craft,11,creative arts,1,creativity,15,crime,1,CSCW,1,culture,35,cybernetics,2,data science,1,decision-making,1,decolonization,1,degrowth,1,dementia,4,design,111,design science,1,design thinking,12,digital,3,digital media,5,digital reproduction,1,digital scholarship,1,disability,3,dissertation,1,drawing,7,economics,23,education,71,effectiveness,14,efficiency,12,emotion,1,engineering,45,entertainment,1,entrepreneurship,6,environment,28,ergonomics,3,ethics,51,ethnography,2,Evernote,1,evolution,4,exhibition,3,exoskeleton,1,experience,5,experimental studies,3,fail,1,fashion,15,featured,10,film,1,food,5,function modeling,1,futurism,16,gender,1,gender studies,3,geography,2,Germany,2,globalization,3,grantsmanship,1,graphic design,32,Greece,1,HCI,53,health,29,heritage,2,history,33,HMI,1,Hobonichi,1,housing,2,human factors,3,humanism,56,humanities,2,identity,1,illustration,2,image,4,inclusivity,2,industrial design,6,informatics,4,information,9,innovation,19,interaction,26,interdisciplinarity,4,interior design,9,internet of things,3,intervention,1,iphone,16,jobs,1,journal,194,journalism,1,justice,2,landscape,6,language,5,law,2,library,1,life,105,life cycle,3,lifehack,10,literature,1,literature review,1,logistics,2,luxury,1,maintenance,1,making,5,management,12,manufacturing,9,material culture,7,materials,6,mechanics,1,media,17,method,46,migration,1,mobile,2,mobility,1,motion design,2,movie,3,multimedia,3,music,1,nature,3,new product development,5,Nexus 6,1,olfaction,1,online,2,open design,2,organization,1,packaging,2,paper,19,participatory design,16,PBL,1,pengate,1,performance,1,PhD,34,philosophy,46,planning,5,play,1,policy,9,politics,52,postdoc,1,practice,26,predatory,3,preservation,2,printing,1,prison,1,proceedings,1,product,1,product lifetime,1,product longevity,1,productivity,106,project management,1,prototyping,4,public space,6,publishing,3,reading,1,Remember The Milk,1,repair,1,reproduction,1,research,117,research through design,2,resilience,1,resource-limited design,1,reuse,1,review,74,robust design,1,Samsung,3,scale,1,scholarship,54,science,48,science fiction,5,semiotics,5,senses,1,service design,12,simplicity,5,society,136,sociology,11,software,61,somatics,1,space,5,STEM,1,strategic design,6,student,8,sustainability,68,sustainable consumption,1,sustainable design,1,sustainable production,1,systems,67,tactile,1,tangibility,1,technology,25,textile,7,theatre,3,theory,7,Toodledo,2,Toronto,3,tourism,2,traffic,1,transhumanism,1,transnationalism,1,transportation,3,tv,3,typography,1,uncertainty,1,universal design,4,upcycling,2,urban,30,usa,9,usability,1,user experience,8,virtual reality,1,visualization,24,waste management,1,wearable,3,well-being,17,women,1,workshop,74,writing,2,
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The Trouble with Normal...: (IN)TANGIBLE HERITAGE(S): A conference on art, design, culture and technology - past, present, and future (Jun 2022, Canterbury, UK and Virtual)
(IN)TANGIBLE HERITAGE(S): A conference on art, design, culture and technology - past, present, and future (Jun 2022, Canterbury, UK and Virtual)
(IN)TANGIBLE HERITAGE(S): A conference on art, design, culture and technology - past, present, and future (Jun 2022, Canterbury, UK and Virtual)
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The Trouble with Normal...
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