XR (&) Education – symposium program

17/3/2023 – Friday

room 102, main building (Z)

18:00-19:30 – networking meeting

in the companionship of coffee and finger food 🙂

 

18/3/2023 – Saturday

TV production hall, main building (Z)

9:00-9:30 – registration

9:30-9:45 – welcome

Prof. Krzysztof Pijarski, Filip Pudło, PhD – Lodz Film School
Marta Materska-Samek, PhD – Jagiellonian University (project coordinator)

9:45-10:15 – Fashion in phygital world – case studies of Balenciaga and H&M

Michał Wójciak, PhD – Institute of Culture, Faculty of Management and Social Communication of the Jagiellonian University

The phygital could be perceived as a combination of physical and digital elements, which is created by applying digital elements in the real world or by the transfer of real elements into digital world. Fashion world is experimenting with AR and VR technology more and more, pushing the boundaries of our reality and creating the new ways of consumption. The main aim of the presentation is to discuss two case studies of digital fashion: Balenciaga Afterworld: The Age of Tomorrow, a fashion video game made under the brand of well-known French fashion house and H&M Innovation Metaverse Design Story collection launched in 2022 by Swedish fast fashion company.

10:15-10:45 – Lois. Monstrous encounters

Letta Shtohryn – doctoral candidate at the Faculty of Media & Knowledge Sciences, University of Malta

This presentation will share the process and context behind the PhD research undertaken by Letta Shtohryn at the Department of Digital Arts, UM. It will focus on extended posthumanity, technology as a tool for mysticism, monstrosity and otherness explored via motion capture dance performance – Lois.Monstrous encounters.

10:45-11:15 – Teaching writers about XR – a chance for innovation in the writing practices or a dead end?

Agnieszka Przybyszewska, PhD – Institute of Literary Theory, Faculty of Philology, University of Lodz

As a co-creator of program of creative writing studies at the University of Łódź, Agnieszka Przybyszewska will share her experience of teaching future writers about XR. Her presentation will consist of short characteristics of the program of studies and general idea of incorporation the topic of digital storytelling into the curriculum and some case studies, focused mostly on teaching about AR storytelling. She will discuss a collaboration with PJATK in delivering workshops on AR storytelling for students of creative writing (at UŁ) and new media art (at PJATK). Works created during these courses will be exhibited in March/Aprils at XRcrosspace in London. She will also shortly sum-up her experience of delivering (in collaboration with a local startup) workshops for writers about using AR in storytelling (Bath, 2022).

 

11:15-11:30 – coffee break

 

11:30-12:00 – Traditional and XR film production – Virtual Production

Małgorzata Kotlińska, PhD, Filip Pudło, PhD – Lodz Film School

The use of XR production technologies has expanded recently also in the traditional film industry. One of the most desirable and promising technologies for the industry is Virtual Production. The speakers explore differences between traditional and XR film production workflow as well as share opportunities, challenges and examples from Virtual Production classes at the Film School in Lodz.

12:00-12:30 – Teaching the creative aspects of composing immersive, interactive experiences

Prof. Dimitris Charitos, Dimitris Delinikolas, PhD, Penny Papageorgopoulou – Department of Digital Arts and Cinema, National and Kapodistrian University of Athens

This talk presents the project-based learning methodology adopted by the faculty of the Department of Digital Arts and Cinema of the National and Kapodistrian University of Athens for the artistic laboratory class “Digital Artistic Creation” on the subject of VR . Within the course of the laboratory classes, the students are taught the design and development of virtual environment experiences, particularly focusing on the creation of interactive 3D assemblages and spatial compositions. Emphasis is given on the creative use of VR as an emerging communication medium.

12:30-13:00 – Outputs of the ErasmusXR project and sustainability plan for the future

Marta Materska-Samek, PhD – Institute of Culture, Faculty of Management and Social Communication of the Jagiellonian University

As chief coordinator of the ErasmusXR project, dr Materska-Samek will offer a summary of both the activities carried out and the project’s outcomes, as well as  reflect on possible future developments for the team and the activities in question.

 

13:00-14:00 – lunch break

 

14:00-14:30 – The Archisphere Studio of the Faculty of Intermedia in Krakow. Technology and Education

Prof. Grzegorz Biliński, Maciej Cyryl Gniady – Archisphere Studio in the Department of Areas of Art, Faculty of Intermedia, Academy of Fine Arts in Krakow

14:30-15:00 – Shaping artistic practice and XR

Prof. Piotr Kopik – 3D and Virtual Occurences Studio I, Faculty of Media Art, Academy of Fine Arts in Warsaw

The aim of the presentation is to consider how to educate and support individual artistic attitudes in the context of issues and techniques related to immersive environments. The background for the deliberations will be, among others, the documentation of selected works created as part of the educational process in the 3D and Virtual Events I studio, as well as a brief presentation of the speaker’s own artistic practice.

15:00-15:30 – Studio of Immersive Film and VR Experiences – artistic practice and teamwork

Robert Mleczko – Studio of Immersive Film and VR Experiences, Department of Film, Academy of Art in Szczecin

Classes in the studio are aimed at preparing students to carry out tasks using various digital techniques with contemporary narrative strategies and interactive activities. The priority, apart from the introduction to 3D technology, is to develop a research and experimental method. Conceptual and design activities are to sensitize the young artists to the presence of the immersant as a person participating in and co-creating the experience (Human-centered Design).

 

15:30 – 15:45 – coffee break

 

15:45-16:15 – Interdisciplinary research and education in virtual reality and new media

Prof. Piotr Napieralski – Institute of Information Technology, Faculty of Technical Physics, Informatics and Applied Mathematics, Lodz University of Technology

16:15-16:45 – From the ZTGK Challenge to scientific research and artistic activities – in search of the narrative in virtual worlds

Prof. Rafał Szrajber – Institute of Information Technology, Faculty of Technical Physics, Informatics and Applied Mathematics, Lodz University of Technology / Studio of Design Spaces and Virtual Objects for Games, Faculty of Design, Academy of Fine Arts in Lodz

16:45-17:15 – Immersive technologies in Education – experiences of Voxel Lab

Anna Laska-Leśniewicz, EngD – Institute of Mechatronics and Information Systems, Lodz University of Technology

 

17:15-17:30 – coffee break

 

17:30-18:00 – VR training solutions – a Virtual Training System case study

Konrad Ziaja – CinematicVR

CinematicVR is a creative XR Agency and one of the most experienced teams creating 360 videos and VR and AR applications in Poland. We successfully use VR and AR in business – both as innovative marketing tools and in training. We have created proprietary XR tools for the fashion and training industry. Among our clients were, among others, the Wawel Royal Castle, Next Film, Triumph, Regional Labour Office in Rzeszów, Marshal’s Office of the Malopolska Region, Atrium Poland, Żabka, Nespresso.

18:00-18:30 – Concluding discussion

Participants of the symposium + Krzysztof Pijarski, Jacek Nagłowski, Pola Borkiewicz – Visual Narratives Laboratory

 

XR (&) Education

Symposium summarizing the works and results of the project „Experience and immersive technologies – from creative practice to educational theory”

March 18, 2023
TV production hall, main building
9AM-6:30PM
participation free, no registration beforehand required
the symposium will be held in English

 

The exact program can be found HERE.

 

The XR (&) Education symposium is a gathering of teams from academic schools from all over the country, primarily arts and technical schools, but also universities, to talk about education in the field of immersive media. These teams and individuals have their own path that has led them into the XR field, and are representatives of different fields of creativity, engineering and reflection. During the symposium, they will share their own experiences, present their practices and achievements, talk about completed projects, as well as the challenges and difficulties they face in the educational process. We want the symposium to become a place to exchange experiences and establish new relationships in exploring this still new field of activity, which, expanding the possibilities of the Internet, is becoming another technologically mediated, important area of social life.

Participation in the symposium was confirmed by:

  • Piotr Napieralski – Institute of Computer Science, Faculty of Technical Physics, Informatics and Applied Mathematics, Technical University of Lodz
    Piotr Napieralski received his master’s degree in engineering from the Faculty of Technical Physics, Computer Science and Applied Mathematics of the Lodz University of Technology in 2000. In 2008, he obtained a PhD degree in technical sciences in the field of Computer Science, specializing in computer graphics at the Silesian University of Technology, Faculty of Automatic Control, Electronics and Computer Science. In 2014 he received his habilitation in the discipline of computer science at the Technical University of Lodz. He has been working continuously since 2000 at the Institute of Computer Science of the Lodz University of Technology. His scientific interests include computer graphics, computer games, virtual reality, user interface design, programming 3D graphics, computer simulation and visualization, computer animation, mobile systems, mobile applications. He is the author or co-author of over 60 scientific papers. He conducts classes for students in computer graphics in Polish and English. Over the past several years, he has participated in many research and development projects financed by the EU. He is a member of ACM, IEEE (Senior Member), PTI, PTC, IGDA.
  • Rafał Szrajber – Studio of Design of Virtual Spaces and Game Objects, Faculty of Technical Physics, Informatics and Applied Mathematics, Technical University of Lodz / Studio of Universal Interior Design, Academy of Fine Arts in Lodz
    Born and bred in Lodz; an architect, designer and lecturer at the Strzemiński Academy of Art in Lodz and Lodz University of Technology. His research interests include the topic of architecture in video games, game design as a creative process, and the use of local heritage in the area of new media as a way of building local identity and values. He lectures courses such as fundamentals of game design, interface design for video games and level design. He maintains a keen interest in environmental storytelling and information-rich game world design. What interests him most in the virtual dimension is the relationship between human beings and space (the series of Game City and Game Districts). By immersing himself in VR, he relishes the opportunity to stop the hands of time and sketch – not only on a piece of paper. An ambassador of the games industry and promoter of inter- university cooperation in the field video game education. A co-organizer of the Team Game Development Competition (ZTGK) and Game Graphics Contest. The inventor of the underground world of Steam Rifts.
  • Grzegorz Biliński and Alicja Duzel-Bilińska – Archisphere Studio in the Department of Art Areas, Faculty of Intermedia, Academy of Fine Arts in Krakow
    Visual artists, stage designers, architects, professors of the Academy of Fine Arts in Krakow. They place their main interests and work on the border of discourse and artistic activities relating to hybrid space. The area of their activity are new media plus space, architecture, urban planning, also as an artistic installation, as well as scenography and exhibitions. They have presented their works in Poland and abroad (United States – Harvard University, Cambridge Massachusetts, Salzburg – International Opera Music Festival, as well as the Netherlands, Germany, Italy, Croatia, Romania). Authors and moderators of 60 radio programs entitled #SZTUKANAUKA related to the subject of knowledge consolidation, in which both artists and scientists participated, as well as debates on the commonality of art and science methodology. Members of the trasnsdisciplinary research team that found and reactivated the outstanding work of robotic art of the 60s SENSTER by E. Ihnatowicz. Alicja is a member of the Program Council of the Somaesthetics And The Arts Center, whose partner is Richard Shusterman.
  • Maciej Cyryl Gniady – Archisphere Studio in the Department of Art Areas, Faculty of Intermedia, Academy of Fine Arts in Krakow
    A graduate of the Krakow Intermedia Department of the Academy of Fine Arts, winner of the Scholarship of the Minister of Culture and National Heritage (2016) and the Diamond Grant (2017). From 2018, a PhD student at the Academy of Fine Arts. Member of the DAS collective initiated by Krzysztof Garbaczewski, he realized works in VR widely exhibited internationally. An intermedia artist dealing with the art-science trend, he uses virtual spaces, procedural 3d and 2d animation techniques, databending, motion sensors and sound synthesizers in his activities. In his works, he explores the concept of haptic communication, cybernetic communities,  extended  consciousness  and  hybrid  reality,  reaching  for transhumanism and cybernetic poetry, creator and enthusiast of open source software and technology. One of the founders and originators of InstytutXR, where he creates his own projects related to mixed reality technology.
  • Piotr Kopik – 3D and Virtual Occurences Studio I, Faculty of Media Art, Academy of Fine Arts in Warsaw
    Multimedia artist – author of installations, videos, machinimas, animations, VR works, computer graphics and performances. He also works with collage and drawing. A graduate of the Faculty of Painting of the Academy of Fine Arts in Warsaw. Co-founder of the szu szu group, participant of exhibitions, among others at CCA Ujazdowski Castle in Warsaw, Museum of Art in Łódź, BWA Wrocław, BWA Zielona Góra, Arsenal Gallery in Poznań, IS Wyspa in Gdańsk, Kunsthaus Dresden in Dresden, Bat-Yam International Biennale of Landscape Urbanism in Bat Jam, <rotor> in Graz, Lokal_30 Gallery in Warsaw, Różnia Gallery in Warsaw, Harbor Gallery in Boston. His films have been shown, among others, at FILE in Sao Paulo and Rio de Janeiro, Planete+ Doc Film Festival, Zachęta National Gallery of Art, Muranów cinema and TVP Kultura. He runs the 3D and Virtual Events Studio I at the Faculty of Media Art of the Academy of Fine Arts in Warsaw, where he also heads the Department of Virtual Space. He lives and works in Warsaw.
  • Anna Laska-Leśniewicz – Institute of Materials Engineering, Technical University of Lodz
    Assistant professor at Institute of Mechtronics and Information Systems, a member of the Voxel Research Lab, graduated in Biomedical Engineering from Lodz University of Technology in 2012, and Materials Science from Warsaw University of Technology in 2014. She received the Ph.D. degree from TUL in Biomaterials in 2022. She is an educator and researcher in many European projects. She is involved in several projects on virtual and augmented reality. She specializes in Biomedical Engineering, User-Centre Design, Usability Testing and Human-Computer Interactions.
  • Dr Agnieszka Przybyszewska – Institute of Literary Theory, Faculty of Philology, University of Lodz
    Passionate about all unconventional literary forms – from ancient visual literature, through liberature to digital texts. She co-created the creative writing program at the University of Lodz, she was also the initiator of workshop projects conducted in cooperation with local creative industries and other research centers. As a NAWA scholarship holder in the Bekker programme (2020–2022), she completed a two-year internship at the Centre for Cultural and Creative Industries at Bath Spa University (UK), and was recently a scholarship holder in the British project “Amplified Publishing” (2021–2022). Author of the book Liberacość dzieła literackiego (2015) and several dozen scientific articles on electronic literature (m.in. kinetic typography, location narratives, (playable) literature, kinetic and haptic reading, AR books), published in Polish, English and Spanish. She has been promoting electronic literature for years. She is a member of the Center for Electronic Literature Research and the Electronic Literature Organization, one of the editors of “The Writing Platform”, as well as a translator of e-literary texts. Currently m.in she is working on a monograph of Kate Pullinger’s digital work, an archive of the author’s works project and a popular science book on electronic literature.
  • Robert Mleczko – Studio of Immersive Film and VR Experiences, Department of Film, Academy of Art in Szczecin
    A graduate of the Academy of Fine Arts in Poznań (today’s University of Arts) in the field of animated film (1997) and the Lodz Film School. Since 2001 he has been working as a cinematographer for feature films, documentaries, as well as films bordering on visual arts, as well as in the theater as a lighting director, creator of video projections and author of stage design. He collaborated in Poland with such artists as Krzysztof Garbaczewski, Hubert Czerepok, Karolina Breguła, Monika Strzępka, Mariusz Grzegorzek, Grzegorz Jarzyna, Michał Borczuch, Joanna Rajkowska and Artur Żmijewski, and abroad, among others with The Wooster Group in New York.
  • Konrad Ziaja – CinematicVR, creator of the Interactive Training System
    XR producer, founder and CEO of CinematicVR – a studio creating VR and AR content for business clients, marketing and training purposes. Responsible for XR projects for HBO Poland, Amnesty International, McDonald’s, Onet, Mercedes-Benz, Stock, Nespresso, Atrium Poland, Triumph and many others. XR educator, lecturer at Film Spring Open. Amateur paleontologist, fan of everything related to space and rockets.

 

The aim of the ErasmusXR project was to prepare educational materials, including syllabi, curricula and open educational resources, for existing programs educating both cultural and media managers and creators seeking to connect with audiences in the digital space. The resulting materials are intended to improve the knowledge and skills of academic faculty working with immersive technologies to effectively manage, disseminate and produce digital art and content in a market environment. Part of the participants of the project will also speak at the symposium:

  • Marta Materska-Samek – Jagiellonian University
  • Dr Michał Wójciak – Jagiellonian University
  • Dimitris Charitos, Dr. Dimitris Delinikolas, Penny Papageorgopoulou – National and Kapodistrian University of Athens
  • Letta Shtorhyn – University of Malta
  • Małgorzata Kotlińska, Dr. Filip Gabriel Pudło – Lodz Film School

 

The XR (&) Education symposium will begin in the late afternoon of March 17 with a networking session, speeches and discussions are planned for Saturday, March 18.

Come to listen and discuss with us!

 

 

 

 

Weź udział w konferencji “Nowe Narracje Wizualne” 1-3.07.2022

Trzy dni intensywnych debat, spotkań i rozmów w międzynarodowym gronie twórców, artystów, producentów, badaczy, pasjonatów technologii i sztuki filmowej. Konferencja „Nowe Narracje Wizualne” to wydarzenie, które podsumuje i otworzy nowy rozdział w działalności vnLab Szkoły Filmowej w Łodzi.

ZAREJESTRUJ SIĘ

Nowe Narracje Wizualne
1-3 lipca 2022
Szkoła Filmowa w Łodzi + online

Program i rejestracja: konferencja.vnlab.org
Konferencja jest bezpłatna.

Nowe Narracje Wizualne zmieniają krajobraz dzisiejszych mediów. Podczas gdy wiek XX był wiekiem filmu, współczesność definiuje się na naszych oczach. Porozmawiamy o tym, co obecnie najciekawsze w obszarze sztuk audiowizualnych, przedstawimy wyniki badań utworów vnLab i zaprezentujemy nasze produkcje.

Program wydarzenia wypełniony jest prezentacjami na tematy, którymi na co dzień zajmujemy się w Pracowniach vnLab – VR, narracje interaktywne, media immersyjne, esej filmowy, badania odbiorców i percepcji, animacja 3D i stereoskopia.

Wśród zaproszonych gości m.in:

Ariel Avissar – eseista filmowy, wykładowca na  Uniwersytecie w Tel Awiwie, redaktor naczelny [in]Transition, the Journal of Videographic Film & Moving Image Studies,

Gary Hall – filozof mediów, zajmujący się działaniem na styku kultury cyfrowej, polityki, sztuki i technologii, Profesor na Coventry University w Wielkiej Brytanii.

Hartmut Koenitz – z HKU University of Arts Utrecht, badający wykorzystanie interaktywnych narracji,

Lena Thiele – dyrektor kreatywna, zajmująca się produkcją interaktywnych utworów, twórczyni wielokrotnie nagradzanego utworu NetWars,

Joanna Żylińska – kulturoznawczyni, literaturoznawczyni i artystka, wykładowczyni King’s College London

POZNAJ PEŁNY PROGRAM WYDARZENIA

organizatorzy: Szkoła Filmowa w Łodzi, Laboratorium Narracji Wizualnych vnLab

Erasmus XR IO3 – Case Studies

The intellectual output three, case studies of the Erasmus XR project, has been published using the Zotero research assistant. The Erasmus XR case studies are an Open Educational Resource (teaching material – collection of case studies in the form of videos and making-of videos with an introduction), showcasing also produced VR videos created by VNLab, made in both 3 and 6 degrees of freedom (DoF), VR resources created as part of art and curatorial projects. 

Following the fall training for academic staff in Athens/Psachno, the NKUA SMRG team collaborated with the Onassis Stegi Cultural Center team (https://www.onassis.org/onassis-stegi) organizing a two-day symposium focusing on art, science and technology expressed in the field of virtual reality. The main objective of the event was to disseminate the results of the intellectual work. IO3 was published through the presentation of creative, artistic and research projects developed by significant European creators, educators and scientists, which are examples of educational materials within IO3. In parallel, there was an exhibition of VR demo applications and artworks, as well as an exhibition of demos created during the cadre training. 

Educational materials and case studies for VR-based courses include: 

– A series of presentations related to the processes of creating virtual environments, namely: analysis, design, development and evaluation, 

– A series of publicly available Blender files (including 3D objects and environments, nodes and modifiers), 

– Unity project series (use of assets and their properties), 

– VR experience demo series, 

– A series of video tutorials. 

The results have been made available to the public in digital form, with guaranteed free access via the Internet. Open access will help to increase the visibility of European projects, which is in line with the approach to the use of ICT and RES according to the European Commission’s directives “Open Access refers to the practice of making research results and products available online. As all research and innovation builds on previous achievements, it is an effective system for wide dissemination and access to research data and publications can accelerate scientific and economic progress”.  

From the point of view of other HE institutions, the most attractive outcomes are the module documentation in the form of curriculum and syllabus, as it constitutes ready material necessary for the procedure of curriculum revision. On the other hand, from the point of view of the non-formal and vocational education sector, the teaching materials (IO3) are very interesting. It should be stressed that the case studies can be an interesting reading material for people interested in digitalization, virtualization and modernization of culture, which widens the circle of users and makes it possible for the project to achieve a global reach. 

Please follow this link to gain access to the Erasmus XR case studies: https://erasmusxr.eu/casestudies 

New Visual Narratives in Lodz is now over!

3 days filled with debates on technology, film, art and changes in contemporary culture landscape, a VR exhibition and film screenings. Thank you for being with us!

New visual narratives—the slogan that guided the first edition of the conference, and around which we are focusing our contemporary thinking again today, refers to completely different associations and meanings than just a few years ago. The idea of how stories can be told using immersive media and the language of film and visual arts has been subjected to many tests and has had to be revised. Every artistic expression that goes beyond the existing means of expression and questions the limits of the medium is born in a constant process of trial and revision—a process that starts again and again. The laboratory we established in 2019 was a testing ground for dozens of artists and producers from around the world. It has also been the site of many discussions, discoveries, surprises and failures, without which no creative process would be complete. However, we were not working in a laboratory environment isolated from our surroundings. Reality is changing in front of our eyes and both the creative process itself and the themes taken up in the works by artists resonate with it.

We want to capture these moments and discuss them with an international group of artists and theorists interested in the interface between film and digital media.

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“New Visual Narratives” conference on July 1-3, 2022

Three days filled with intense talks, meetings and debates in an international group of filmmakers, artists, producers, researchers, technology and film enthusiasts. The “New Visual Narratives” conference is an event that will sum up and open a new chapter in the Visual Narratives Laboratory at the Lodz Film School.

REGISTER

New Visual Narratives
July 1-3, 2022
Lodz Film School + online
free admission

Program and registration: konferencja.vnlab.org

New Visual Narratives are changing the landscape of today’s media. While the 20th century was the age of film, the present day is being defined in front of our eyes. Join us to talk about what’s most interesting in the field of audiovisual arts, we will share the results of our research and show the newest productions.  The program consists of the topics that we’re working on in the vnLab – VR, XR, AR, stereoscopy, interactive narration, film essay and digital publications.

Among the guests:
Ariel Avissar – eseista filmowy, wykładowca na Uniwersytecie w Tel Awiwie, redaktor naczelny [in]Transition, the Journal of Videographic Film & Moving Image Studies
Gary Hall, filozof mediów, zajmujący się działaniem na styku kultury cyfrowej, polityki, sztuki i technologii, Profesor na Coventry University w Wielkiej Brytanii.
Hartmut Koenitz – Professor/lector for Interactive Narrative Design at HKU University of the Arts Utrecht, researching Interactive Digital Narrative in Video Games and other emerging digital formats.
Lena Thiele – Creative Director, who designs and produces digital media formats in the fields of film, games and transmedia, the author of award-winning production “NetWars”
Joanna Żylińska – writer, lecturer, artist and curator, working in the areas of digital technologies and new media, ethics, photography and art, Professor of Media Philosophy + Critical Digital Practice in the Department of Digital Humanities at King’s College London.

SEE THE FULL EVENT PROGRAM

organizers: Lodz Film School, vnLab

 

Conference „New Visual Narratives”

The first edition of the conference “New Visual Narratives” is the starting point for the activities of the Visual Narratives Lab at the Film School in Lodz, whose task is to explore and develop the new forms of visual narration that have been flourishing in the contemporary media landscape. The time for such a effort seems appropriate: the landscape in question has not only experienced a strong diversification over the last decade, but it is expected that in the coming years, as a result of the introduction of 5th generation wireless technology, we will face a real revolution. While the 20th century was without a doubt the age of film, today it seems that the future of visual narration will be multidirectional; it is shaped at the intersection of traditional film, theatre, television and photography with the contemporary, digital tools of visual communication. This development is also driven by the new needs and expectations of the recipients of these dynamically changing media, which also have to be thoroughly researched.

The presentations of and discussions with recognized artists, experts and researchers from the areas of interest of the vnLab’s individual workshops will allow us to recognize the current state of research on visual narration changing under the influence of technology and to present the most important artistic achievements in this field, and thus—to set the directions for further explorations, research and debates.

The material result of the conference will be a multi-media publication containing essays and papers written in response to the debates held during the conference, texts by invited authors, audiovisual research works, as well as records of these debates.

The programme of the conference will be divided into three modules:

Module 1: the future of film?

Module 2: Visual essay and interactive narratives

Module 3: Audience and business models

Roundtable

Roundtable discussion with all guests, concluding the symposium, moderated by Krzysztof Pijarski

Join us!

Module 1: the future of film?

We will begin with a reflection on the issues surrounding changes in the film and audiovisual language and the ways of constructing narratives in the context of the developing immersive media. We place special emphasis on cinematic VR and stereoscopy, but remain open to areas such as augmented reality (AR), artificial intelligence (AI) and video games. This part of the conference will be an attempt to examine the narrative, artistic and cognitive potential of immersive media, as well as address questions regarding technology, production and research. It will also be an opportunity to reflect on where cinema is going and how it is changing under the influence of the new technologies. In the context of spherical film, we will ask, among other things, how to give the viewer a sense of agency without giving up the artistic and narrative ambitions of the director, how to negotiate the relationship between immersion and interactivity without breaking the viewer’s sense of presence, how to direct the viewer’s attention while recognizing the deconstruction of the notion of frame in the experience of filmic virtual reality? In the context of stereoscopy, it is worth looking (again) at the possibility of stereoscopy growing beyond a post-production effect and towards artistically ambitious applications of real stereoscopy, and to consider whether and how the addition of the third dimension to the experience of film can be a carrier of emotional content, whether it can enrich the artistic message, etc.

One thing seems obvious: we face the need to redefine the means of film in terms of how we film and edit, how we direct the viewer’s attention and work with actors, how we narrate and build dramatic structure, and finally, how we produce.

Module 1 participants:

Domna Banakou – Being somebody else: the future of narrative storytelling

Ludger Pfanz – Space-Time Narratives

Sylvia Rothe – Timeline vs Spaceline

Pola Borkiewicz – New XR Narrative Paradigm

Join us!

 

Module 2: Visual essay and interactive narratives

In this section we would like to discuss new forms of narration created through the use of interactive and digital technologies, such as interactive documentaries, film essays, trans- and cross-media projects or participatory narratives. The basic question is how to understand narration in the face of genres that undermine the classic approach to narration understood in terms of a set of events unfolding in a specific time span. Is there such a thing as an essayistic narrative, understood as an constellation of thoughts and affects rather than a sequence of events? How can we construct narratives that are not contained in a work but are created in the course of experiencing them, as is the case with interactive film? Moreover, we will be interested in the influence of interactive and digital technologies on character development, as well as on the viewer’s perception of the work.

Module 2 participants:

Kuba Mikurda – An essay in space

George Legrady – From hardwired to automation: visual narrative through computation

Sara Kolster – To click or not to click?

Roderick Coover – Cinema of immersion, interaction and database

Kevin B. Lee – Exploring Farocki. Three approaches to videography

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Module 3: Audience and business models

It can be said that the closing module is the cement of the conference, combining all the already mentioned themes on a slightly different level. Here we will focus on the changing models of film financing and the need to find a way to monetize digital and interactive content. We will try to think about the reasons why some filmmakers and financing institutions or investors are interested in non-linear, interactive or participatory narratives and to answer the question: who are the contemporary audience: where, on what devices, and how do they watch films and other audiovisual content? How do they experience them, how is their attention formed, what are their habits and where do they come from? All this, of course, is connected with a further question: how to reach this new audience effectively? We will also be interested in how new narrative media change the processes of creating works, how the status of the creator changes in this context (especially in the face of the development of artificial intelligence and machine learning), how the behavior of cultural participants changes in the era of social and economic virtualization, what role the Internet plays in the decision-making processes of cultural participants, and to what extent access-based culture displaces culture based on ownership.

Module 3 participants:

Marta Materska – Samek – Cinematic VR Business Model – A disruptive or a sustaining change?

Patrick von Sychowski – Cinema is an experience

Grzegorz Mazurek – Business models in media in the times of digital transformation.

Piotr Francuz – Virtual worlds from the evolutionary, neurocognitive, methodological and axiological perspective

Katja Schupp – Back to the future – interactive and immersive formats as an opportunity for non-fiction storytelling

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