CoDE 2012: 1st Annual Conference
Date: 27-28 March 2012
Venue: Anglia Ruskin University, Cambridge, UK
Venue: Anglia Ruskin University, Cambridge, UK
Travel and accommodation
The CoDE 2012 conference will take place predominantly in rooms located in the Lord Ashcroft Building (LAB) and the Helmore Building (HEL) on Anglia Ruskin's Cambridge campus. Information on travelling to and around the campus can be found on the main Anglia Ruskin University website.There are a number of options for overnight accommodation in Cambridge, the Regent Hotel, Cambridge and De Vere University Arms Hotel are within walking distance of the University.
Schedule
Please see the document below for a full conference schedule:Papers
Participants from a range of scholarly disciplines have been invited to present research related to digital culture and the digital economy. Confirmed keynote speakers are Dr Jussi Parikka and Dr Astrid Ensslin.A full list of abstracts and speakers can be found below:
Papers will be presented on the following themes:
Theme 1. Materiality and Materialism
It is straightforward enough to understand computation as a relationship between material objects (hard drives, screens, keyboards and other input devices, scanners, printers, modems and routers) and nominally immaterial ones (software, programming languages, code). This approach to the 'stuff' of the digital risks ignoring a set of crucial questions around the relationships digital technologies construct with a range of material objects: from the 'analogue' world modelled in weather systems and battlefield simulations to the body of the information worker interacting with spreadsheets and databases; from the range of artefacts that form the subject of the digital humanities to the materials, bodies, spaces and places of art practice and performance.
It is straightforward enough to understand computation as a relationship between material objects (hard drives, screens, keyboards and other input devices, scanners, printers, modems and routers) and nominally immaterial ones (software, programming languages, code). This approach to the 'stuff' of the digital risks ignoring a set of crucial questions around the relationships digital technologies construct with a range of material objects: from the 'analogue' world modelled in weather systems and battlefield simulations to the body of the information worker interacting with spreadsheets and databases; from the range of artefacts that form the subject of the digital humanities to the materials, bodies, spaces and places of art practice and performance.
Theme 2. Performance, Production and Play
Innovative aspects of our interaction with performances and the production of artefacts for continuous engagement have evolved exponentially through the digital age, particularly with the development of ideas related to play and serious gaming, which brings novel opportunities for creative expression, not to mention innovative approaches related to parallel disciplines in science, education, healthcare and business. The collaboration between performance, production and play and adjacent academic fields is of particular interest given the cross-disciplinary requirements of the Digital Economy Act.
Innovative aspects of our interaction with performances and the production of artefacts for continuous engagement have evolved exponentially through the digital age, particularly with the development of ideas related to play and serious gaming, which brings novel opportunities for creative expression, not to mention innovative approaches related to parallel disciplines in science, education, healthcare and business. The collaboration between performance, production and play and adjacent academic fields is of particular interest given the cross-disciplinary requirements of the Digital Economy Act.
Theme 3. Digital Humanities - Archives, Interfaces and Tools
Digital Humanities works at the intersections of traditional research and technological innovation. Its techniques have helped to prove that Shakespeare wrote Shakespeare, for instance, and have even been used by the FBI to determine the authorship of sensitive documents. Today scholars in the digital humanities are primarily concerned to offer a gateway to previously hidden records of culture and heritage. A high-resolution digital photograph of a Chaucer manuscript, for instance, reveals its delicate pen strokes, and when placed on the internet, can pave the way for school children, university students, and those interested in culture generally, to learn about medieval literature from primary resources.
Digital Humanities works at the intersections of traditional research and technological innovation. Its techniques have helped to prove that Shakespeare wrote Shakespeare, for instance, and have even been used by the FBI to determine the authorship of sensitive documents. Today scholars in the digital humanities are primarily concerned to offer a gateway to previously hidden records of culture and heritage. A high-resolution digital photograph of a Chaucer manuscript, for instance, reveals its delicate pen strokes, and when placed on the internet, can pave the way for school children, university students, and those interested in culture generally, to learn about medieval literature from primary resources.
Download the Adobe Acrobat ReaderYou need this to view some of the downloadable files on this website.

Facebook
Delicious
Digg
reddit
StumbleUpon