World-shaping Violence, pp189
Multispecies Storytelling in Intermedial Practices






Thursday, 10th March 2022 4pm
Computation Otherwise: Carbon Endings and Regenerative Practice
Dr. Helen V. Pritchard i-DAT, University of Plymouth/The Institute of Technology in the Public Interest
Design Informatics, University of Edinburgh.

As a response to the endings of carbon-based energy there have been many techno-utopian solutions for communities––grounded within imaginaries of survival, repair and resilience. Such emerging imaginations and politics remain powerfully attached to the image of the individual and their “smooth life” maintained by computational infrastructure and continuous energy. Instead, in this talk we will discuss working towards modes of regenerative practice, informatics for carbon endings, indeterminacy and the de-presencing of technosolutionism. In particular engaging with collaborative projects that attempt to practice a “computation otherwise” through sensing, hotspotting, and queering damage. I will discuss our work on pollution sensing with Citizen Sense; the Underground Division a collective research project on techniques, technologies and infrastructures of subsurface rendering and their promises; the project “Regenerative Energy Communties” in which artists, designers and farmers work together on regenerative imaginaries for energy; and the work of “The Institute of Technology in the Public Interest”.

Toby Chanter’s Installation Practice Research

Encounters through the physics of blood, water, and light.
M a r c h 10th 1100 – 2000 / M a r c h 11th 1000 – 1400
KARST / 22 George Place / Plymouth / PL1 3NY

Blood is a vital organic material that has drawn both scientific interest and symbolic meaning for millennia.
Used in the classification, diagnosis, and treatment of disease, understanding blood and the pulse has been fundamental to the development of medical systems across the globe. From bloodletting to pulse diagnosis, from humorism to haematology, blood remains central to contemporary clinical practice. Expressive of both life and death and a point of physical touch in medical encounters, the blood and pulse share a complex social history.
Symbolising both honour and shame, blood is ritualised in rites of passage and marks the crossing of thresholds. Blood summons fear of infection and is used to articulate diverse cultural ideas of contamination and taboo. Blood points to contested discourses of power and resistance. Ideas of nationalism and boarder, kinship, gender, and race are bound up in cultural understandings of blood and the manifold cultivations of otherness.
This immersive and interactive installation mobilises blood and the pulse to explore the relational politics of encounter. Using wireless and wearable technology, participants real-time heart rate data excites the physics of light across a large body water. The visual effects of reflection and diffraction create a dynamic canvas while pointing to the wider philosophical influence of lens and light metaphors on knowledge and meaning.

Hedy Hurban is a designer of costumes, wearable technology interactions and a composer of electronic/electroacoustic music. She is currently working towards her PhD in Digital Art Design at University of Plymouth (UK) where she is designing wearable technology body instruments to be used in new performance practices. Her interest in interlacing sonic and digital art with traditional folk performance practices has led her to create a prototype body instrument inspired by the Whirling Dervishes of Turkey.”


Hedy Hurban has received a project grant for $60,000 from the Canada Council for the Arts in their Explore and Create: Concept to Realization program.
The award is for a project that explores augmenting the traditional practice of the Whirling Dervishes of Turkey with a bespoke wearable device that emits sounds, vibrations and digital images.
This project will be presented in Canada in the fall of 2022 as an installation and live performance.

Helen Pritchard & Femke Snelting November 2021, with the publication of audit late 2021.
Helen Pritchard and Femke Snelting from The Institute for Technology in the Public Interest (TITiPI), will help NEoN to 'audit' its digital practices. Through queer and feminist practices, Helen and Femke will interrogate NEoNs digital operations with a view to enabling the organisation to imagine other environmental and “just” practices. (TITiPI) is a trans-practice gathering of activists, artists, engineers and theorists initiated by Miriyam Aouragh, Seda Gürses, Helen Pritchard and Femke Snelting. Together they convene communities to hold computational infrastructures to account and to create spaces for articulating what technologies in the “public interest” might be when “public interest” is always in the making. They develop tools from feminisms, queer theory, computation, intersectionality, anti-coloniality, disability studies, historical materialism and artistic practice to generate currently inexistent vocabularies, imaginaries and methodologies. About the Artists Helen Pritchard & Femke Snelting from The Institute for Technology in the Public Interest. (TITiPI) is a trans-practice gathering of activists, artists, engineers and theorists initiated by Miriyam Aouragh, Seda Gürses, Helen Pritchard and Femke Snelting.


Dr Helen V. Pritchard’s research work “Queering Damage” by The Underground Division will feature as a large scale installation for the transmediale exhibition 2022 “abandon all hope ye who enter here”.
Conjuring artifice and dark humor in the face of extraction, financial fantasies, and the illusions of techno-solutionism, the works of nine artists and collectives explores the limits of refusal in a computationally ordered and altered world. Featuring Alaa Mansour, Annex, Cihad Caner, Constant Dullaart, Ibiye Camp, Lo-Def Film Factory, Stine Deja, The Underground Division and Tianzhuo Chen.
“Queering Damage” was originally commissioned by the Biennale of Thought for the Museum of Contemporary Art Barcelona (MACBA) and the most recent iteration is funded by the Horizon2020 as part of the Artsformation Project a research project exploring the intersection between arts, society and technology, and aims to explore how the arts can help lead society towards more sustainable digital futures in Europe.
The exhibition opens on 26th January 2022 and it is also possible to visit online (also with a student group) via a proxy visit.
Read more information about the exhibition | Book a Proxy Visit |

Ludic-Architectures is a Virtual Summer School project funded by the British Council’s UK-China Outward Mobility Internationalisation Partnership Fund, developed in response to international COVID-19 restrictions.

Ludic-Architectures pdf flyer here.
The project builds on the foundation of a rich history of virtual collaboration, digital architectures and immersive experiences (https://i-dat.org/future-history/). It extends these into the development of a transnational collaborative and playful environment for students exploring Games Art and Design and Digital Media Design at Undergraduate and Masters level in the UK and China.
The project utilises a collaborative online Virtual Reality environment using game engine tools to extend participant’s skill sets, both technically and creatively, and fosters a virtual mobility, and shared vision for new digital innovations through a rubric of sharing, inclusive participation, and co-production.
Ludic-Architectures is a speculative design space that allows the collaborative building of a shared digital environment that can function in VR platforms, web browsers and Fulldome environments. This will be a playful space for making and exhibiting new digital work.
Physical 3D artefacts (digitally rapid prototyped and fabricated) made by participating students during the summer school workshop activities in their distributed geographical locations will contribute to and debates around about their creative evolving practice in the post Covid international landscape.
The project has a spine of online and studio based workshops, at each location, which drive the development of the Ludic-Architectures space
Students are drawn from different disciplines across the Chinese UK partnership and School of Art Design and Architecture at University of Plymouth including Architecture, 3D Design, Digital Media Design, Graphic Communication, Game Design, Media.

LUDIC-ARCHITECTURES-EXHIBITION FLYER
An exhibition of physical fragments and digital shrapnel from a creative explosion within the internationally networked LUDIC-ARCHITECTURES virtual environment.
LUDIC-ARCHITECTURES is a speculative design space that allows the collaborative building of a shared virtual environment.
The exhibition, at the Real Ideas Market Hall Fulldome, follows three weeks of online playful co-creation between students in Design, Art and Media, and Architecture located in China, UK, and the LUDIC-ARCHITECTURES virtual world.
Augmented by visiting speakers Professor Chris Speed, Dr Melanie Jackson, and Professor Neil Spiller and each area lead by Pete Davis (Design) Mike Lawson-Smith (Art & Media) and Andy Humphreys (Architecture), further details on the LUDIC-ARCHITECTURES Virtual Summer School can be found below…
Exhibition Client: https://i-dat.org/wp-content/blogs.dir/28/files/2022/01/2022.07.21.Client.zip

Ludic-Architectures single user demo…
Zoom Link: https://plymouth.zoom.us/j/97798247871

MALLEABLE DIGITAL: WE LOVE DONUTS!!
How might we design digital objects from a variety of data, like walking, exercising, eating, sleeping, listening to music etc and place them in new exciting contexts and environments?
Session leader: Pete Davis.
Design Teams Week 1
Team 1 Yellow
Donglin Wang
Melody
Mingming Zhang
Oscar McNaughton
Sal
Team 2 Green
JNU-Danika
Lizzy Chalmers
Edward King
Wei Zhiying
Yuchen Hu
Yang Tongtong
Team 3 Blue
JNU-Anne
Wang Chenxi
Xiangyi Tang
Yichen Lu
Kyra Boyle
Team 4 Purple
Jessica
Ian Kok-Saw
Fengyan
Yixin Xu
Sam Pascal
Vincent Zhang
Schedule:

Monday 27 June:
9.00 UK / 16.00 China: Ludic-Architectures Introduction.
10.00 UK / 17.00 China: Brief: MALLEABLE DIGITAL: WE LOVE DONUTS!!
11.00 UK / 18.00 China: Technical/Creative Support.
Tuesday 28 June:
10.00 UK / 17.00 China: Technical/Creative Support.
Wednesday 29 June:
9.00 UK / 16.00 China: Visiting Speaker: Professor Chris Speed, Chair of Design Informatics, Edinburgh University.
10.00 UK / 17.00 China: Pete Davis: MALLEABLE DIGITAL: WE LOVE DONUTS!!
11.00 UK / 18.00 China: Technical/Creative Support.
Thursday 30 June:
10.00 UK / 17.00 China: Technical/Creative Support
Friday 1 July:
9.00 UK / 16.00 China: Showcase Preparation.
10.00 UK / 17.00 China: Showcase & Discussion.
12.00 UK / 19.00 China: End.
Showcase & Discussion.
Visiting Speaker:

Professor Chris Speed, Chair of Design Informatics, Edinburgh University.
Prof. Chris Speed FRSE, is Chair of Design Informatics at the University of Edinburgh where he collaborates with a wide variety of partners to explore how design provides methods to adapt and create products and services within a networked society. Chris is Director for the Edinburgh Futures Institute, involving the transformation of the 22,000m2 Old Royal Infirmary of Edinburgh, a Florence Nightingale hospital in the centre of Edinburgh, into a world leading centre for interdisciplinary teaching, research and innovation.
Software Download:

Instructions:
NB: None of these instructions will work without your University of Plymouth user id and password!
1: FortiClient-VPN-Guide: Windows SSL VPN User Guide (forticlient.com)
2: Ludic-Architecture Server Login Instructions.
3: Chinese version of Ludic-Architecture Server Login Instructions.
Software:
Chinese Particpants: A local link is provided by your Institutional coordinators for the The Ludic-Architectures AcrVR software download.
UK participants should use:
Version 1.0 (retired).
ArcVR.exe Ludic-Architectures install files.
You will need admin rights to install the .exe.
Contacts:
UK Participants should contact: thijs.mostert@plymouth.ac.uk
Zoom Link: https://plymouth.zoom.us/j/97798247871

Hybrid-City-Scape
Responding to the traditions of landscape/cityscape in Art, Illustration and Photography this brief is a 3D interpretation of the cityscapes of Nanjing in China, and Plymouth in England. Using selected shapes of the buildings of these cities, you are required to create a new virtual city within the Ludic-Architectures environment, combining the shapes from one city with that of the other city. To do this, you will work in your team of 3/4 people, and as a team you will need to select a building of your choice and work together to reconstruct it as a hybrid Nanjing/Plymouth building to be placed within the Ludic-Architectures environment in which we are working.
Session leader: Mike Lawson-Smith
Design Teams Week 2
Team 1 Yellow
Luying Zhang
Yuqi Wang
Jess Heddges
Mohamed Elwakil
Team 2 Green
YuXuan Zhou
YinRan Wang
Melody
Chenshi
Daisy Grainger (only tues/wed)
Team 3 Blue
Boyang Cui
ShenJunZhe
Oliver Li
Summer Ashbury (except tues/wed)
Team 4 Purple
Yuxing Zhu
Yige Lu
Orion Cutter
Jiakai Yin
Schedule:

Monday 04 July:
9.00 UK / 16.00 China: Ludic-Architectures Introduction.
10.00 UK / 17.00 China: Brief: Mike Lawson Smith presentation.
11.00 UK / 18.00 China: Technical/Creative Support.
Tuesday 05 July:
10.00 UK / 17.00 China: Technical/Creative Support.
Wednesday 06 July:
9.00 UK / 16.00 China: Visiting Speaker: Dr Melanie Jackson Royal College of Art
10.00 UK / 17.00 China: Mike Lawson-Smith: Project development and discussion.
11.00 UK / 18.00 China: Technical/Creative Support.
Thursday 07 July:
10.00 UK / 17.00 China: Mike Lawson-Smith: Work in Progress Presentations.
11.00 UK / 17.00 China: Technical/Creative Support
Friday 08 July:
10.00 UK / 17.00 China: Project Summary.
Showcase & Discussion.
Visiting Speaker:

Visiting Speaker: Dr Melanie Jackson Royal College of Art
“Melanie’s multidisciplinary practice involves modes of non-fiction storytelling – through space/objects/text/moving image and sound.
Melanie was born in Hollywood, West Midlands. She now lives and works in London and attended LCC, Byam Shaw and the RCA and has recently completed a practice based PhD at the University of Reading.
In 2017/18 she published co-authored articles with Dr Esther Leslie in Parallax Journal, Effects Journal, the online journal Studies in the Maternal, and cabinet magazine. They have also co-authored a book Deeper in the Pyramid (2018), and have previously produced a comic The Ur-Phenomenon (2013) and a newspaper The Urpflanze (2010). They devised a series of performance lectures based on the book for the Delfina foundation (2016), UCL (2016), Birkbeck (2017) the Atlantic Project (2017), Lux (2017) and Primary (2018).”
Software Download:

Instructions:
NB: None of these instructions will work without your University of Plymouth user id and password!
1: FortiClient-VPN-Guide: Windows SSL VPN User Guide (forticlient.com)
2: Ludic-Architecture Server Login Instructions.
3: Chinese version of Ludic-Architecture Server Login Instructions.
Software:
Chinese Particpants: A local link is provided by your Institutional coordinators for the The Ludic-Architectures AcrVR software download.
UK participants should use:
Version 2.0 zip file can be downloaded from this link (please unzip).
You will need admin rights to install the .exe.
Contacts:
UK Participants should contact: thijs.mostert@plymouth.ac.uk
Zoom Link: https://plymouth.zoom.us/j/97798247871

The Ideal City: A collage in the virtual world…
Session leader: Andy Humphreys
Design Teams Week 3
Team 1 Yellow
Jaqueline Grace
Siting Chen
Jiayi Liu
Lan Yao
Team 2 Green
Harry Hooton
Wang Xiaomeng
Longxiang Li
Zhanghui Wang
Team 3 Blue
Stacy Dube
Ronghuiyu Li
Zhifan Zhai
Chris Phillips
Ya Hsien Chi
Team 4 Purple
Wei Lam Wong
Yuneng Jiang
Kaixuan Chen
Mia Steele
Cerys O’Brien
Schedule:

Monday 11 July:
9.00 UK / 16.00 China: Ludic-Architectures Introduction.
10.00 UK / 17.00 China: Brief: Andy Humphrey presentation.
11.00 UK / 18.00 China: Technical/Creative Support.
Tuesday 12 July:
10.00 UK / 17.00 China: Technical/Creative Support.
Wednesday 13 July:
9.00 UK / 16.00 China: Visiting Speaker: Professor Neil Spiller
10.00 UK / 17.00 China: Andy Humphrey: Project development and discussion.
11.00 UK / 18.00 China: Technical/Creative Support.
Thursday 14 July:
10.00 UK / 17.00 China: Technical/Creative Support
Friday 15 July:
10.30 UK / 17.30 China: Andy Humphrey Project Presentations and Project Summary.
Showcase & Discussion.
Visiting Speaker:

Visiting Speaker: Professor Neil Spiller
Presentation: Soft Machines and Virtual Objects: how Cyberspace came into Architecture.
Neil Spiller is the former Hawksmoor Chair of Architecture and Landscape and Deputy Pro Vice-Chancellor of the University of Greenwich, London. Prior to this, he was Dean of the School of Architecture, Design and Construction, and Professor of Architecture and Digital Theory at Greenwich University. Before that, he was Vice-Dean and Graduate Director of Design at the Bartlett School of Architecture, University College London.
He is on the editorial board of AD (Architectural Design). His architectural design work has been published and exhibited on many occasions worldwide. Since 1998, he has produced the epic COMMUNICATING VESSELS project.
Software Download:

Instructions:
NB: None of these instructions will work without your University of Plymouth user id and password!
1: FortiClient-VPN-Guide: Windows SSL VPN User Guide (forticlient.com)
2: Ludic-Architecture Server Login Instructions.
3: Chinese version of Ludic-Architecture Server Login Instructions.
Software:
Chinese Participants:
weblink:https://pan.baidu.com/s/12SUoIvNcZAPgv_h5R3gr8w
passcode:4vru
UK participants should use:
Version 3.0 zip file can be downloaded from this link (please unzip).
You will need admin rights to install the .exe.
Contacts:
UK Participants should contact: thijs.mostert@plymouth.ac.uk
Timeline: December 2021-July 2022
12/21-02/22:
Design and implementation of the prototype.

03/22:
Workshop extended requirements 2 days


05/22:
Workshop system testing 2 days
06/22:
3 parallel Workshops (3 weeks)
06-07/22:
Visiting Speakers Programme
07/22:
Fulldome and Virtual Exhibition (one week)
Context:
IVT: The IVT is a transdisciplinary instrument for the manifestation of (im)material and imaginary worlds. The ‘Fulldome’ architecture now houses a duel high-resolution fish eye remote light engine projection system, sophisticated 10.1 audio system and customised computers to wrap data, models, video and images around its inner surface. The IVT is used for a range of learning, entertainment and research activities, including transdisciplinary teaching, bleeding edge research in modelling and data visualisation.
Murmuration: E/M/D/L presents: Liminal Spaces, Dream Collider, and Murmuration, the culmination of a EU funded collaboration between Canadian and European partners. This research project was carried out through eight international residencies and is presented in the Satosphere of Montreal’s Society for Arts and Technology (SAT). Articulated through the fulldome environment as an instrument to explore transdisciplinary forms of artistic expression, these experiments oscillate between performance, interactive installation and immersive event.
Arch-OS: Arch-OS represents an evolution in intelligent architecture, interactive art and ubiquitous computing. An ‘Operating System’ for contemporary architecture (Arch-OS, ‘software for buildings’) has been developed to manifest the life of a building and provide artists, engineers and scientists with a unique environment for developing transdisciplinary work and new public art. The Arch-OS experience combines a rich mix of the physical and virtual by incorporating the technology of ‘smart’ buildings into new dynamic virtual architectures.
Quorumscape: QUORUMSCAPE integrates the Quorum algorithmic tools into a real-time geo-located CityScape simulation. Quorum is an algorithmic system that feeds off data generated by material and virtual environments and the physical and social behaviour of audiences. It incorporates bio-inspired algorithmic swarm decentralised decision making processes to generate a dynamic and evolving collective behaviour. It is a volatile system of stimuli and response that is manifest as data driven interactive objects, installations and immersive audio-visual experiences.
Digital Futures: The programme aims to reflect upon and actively engage with contemporary arts and technology practices. It is constantly upgraded to respond to changing cultural and technological developments, and is delivered through a combination online and offline activities (using streaming media, an interactive web site and online community tools and more traditional methods).
MEDIASPACE: The intent of ‘MEDIASPACE’, whether in its ‘dead’ paper-based form, or the ‘live’ digital forms of satellite and internet, is to explore the implications of new media forms and emergent fields of digital practice in art and design. MEDIASPACE was an experimental publishing project that explores the integration of print, WWW and interactive satellite transmissions. The convergence of these technologies generates a distributed digital ‘space’.
Sliding Scales: i-DAT & The Bartlett School of Architecture are collaborating on an SEM (Scanning Electron Microscope) and Rapid-prototyping workshop to generate an exhibition to be installed in January 2007 at University College London. This continuing collaboration with Unit 20 of the Bartlett School of Architecture builds on last years Arch-OS workshop held in the IVT.
Immersive Media Lab:The Immersive Media Lab is a new digital initiative which sits alongside the Digital Fabrication Lab on the ground floor of the Roland Levinsky Building. These spaces are showcase statements for the School of Art Design and Architecture which celebrate a dynamic engagement with (post)digital innovation as a catalyst for creative production, playful experimentation, pedagogic invention and industrial engagement.
Partnership:
The Belt and Road Initiative.
China-Portugal Joint Laboratory of Cultural Heritage Conservation Science.
Dr Yuanyuan Mao:
Terms and Conditions:
Ludic-Architectures is a space for creative playfulness, collaboration and co-design. Mutual trust and respect for each other is a fundamental quality of these playful digital behaviours. Participants will contribute to Ludic-Architectures in accordance with the University of Plymouth's Equality, Diversity and Inclusion guidance and policies.
Software End-User License Agreement:
This software is the creation of Team3 LTD in collaboration with i-DAT. The user agrees not to alter, reproduce or distribute this software without the express written permission of Team3 LTD The user agrees not to sell, transmit, host or otherwise commercially exploit this application. The user must agree to the policies of their respective institution and follow them at all times when using this software, including any relevant policies on harassment and hate speech, which apply when using this software's in built messaging features.

Edited By Craig Vear
“The Routledge International Handbook of Practice-Based Research presents a cohesive framework with which to conduct practice-based research or to support, manage and supervise practice-based researchers. It has been written with an inclusive approach, with the intention of presenting deep and meaningful knowledge for the benefit of all readers.
This handbook has been designed to present specific detail of practice-based research by outlining its shared traits with all forms of research and to highlight its core distinguishing features into a cohesive, principled and methodical approach. To this end, the handbook is presented in five sections: 1. Practice-Based Research, 2. Knowledge, 3. Method, 4. The Practice-Based PhD and 5. Practitioner Voices. Each section begins with a leading chapter that outlines each of the distinct areas as they relate to practice-based research. This is followed by a series of contributing chapters that discuss pertinent themes in more detail.“
Phillips, M. 2022. The Academisation of Creativity and the Morphogenesis of the Practice-Based Researcher. In: Vear, C. ed. The Routledge International Handbook of Practice-Based Research. London: Routledge, pp. 60-74. ISBN 9780367341435.
https://www.routledge.com/The-Routledge-International-Handbook-of-Practice-Based-Research/Vear/p/book/9780367341435#
Section 1 – Practice-based Research
1.3: The Academisation of Creativity and the Morphogenesis of the Practice-Based Researcher. Mike Phillips.
Summary:
This chapter explores the origins of creative practice-based research, its roots in the Art College system and its struggle to emerge imago like in the University system. It reflects on the academicisation of art and design and the slow and relentless metricization of culture and creativity, both within the context of research and the broader cultural landscape. As such, some of these characteristics have a strong UK focus, but the reader may recognise similar tropes in their recent cultural history. There is hope in the emergence of a new creature born in vitro to embrace the challenges of this new context, as an interdisciplinary practitioner with a transdisciplinary agenda. Much of this refers to the kinds of interdisciplinary work that emerged through a history of C20th artists engaging with digital technologies and subsequent entanglement with the broader science communities. As such, there is a focus on examples drawn from the work of Roy Ascott and the Planetary Collegium, a nomadic practice-based PhD programme with its origins in the 1960’s networked enlightenment. There is consideration of the ingredients necessary to support interdisciplinary practice-based research for the creative practitioner, in terms of the necessary international networks, the kinds of event/space that provides a provocative environment to nurture such work and a couple of examples of the instruments and artefacts that open up new creative relationships.

Dr Helen Pritchard is a speaker at the Digital Materialities / Digital Imaginaries symposium – 3 Nov 2021, 16:00 – 17:30.
From high-profile controversies, such as the creation of e-wastes or the carbon footprint of Bitcoin, to subtler and even invisible influences, digital technologies can have profound ecological impacts. In this roundtable discussion our four speakers will explore the materiality of the digital, and ask what can be done at all levels to make our digital world more sustainable. What emerging digital technologies may also play a role in mitigating and adapting to climate change, and where do the perils and pitfalls lie? How might digital technologies even change the way we think about ‘the human’ and our place within the planetary ecology? And what are the biggest questions we should be asking ourselves about digital technologies today? This is the first of two events on Climate Crisis and the Digital Humanities, jointly hosted by CDCS, the Turing Humanities and Data Science Interest Group, the Sussex Humanities Lab and University of Southampton DH.
Artist Heba Y. Amin engages with political themes and archival history, using mediums including film, photography, archival material, lecture performance and installation. Her artistic research takes a speculative, often satirical, approach to challenging narratives of conquest and control. Amin is a Professor of Digital and Time-Based art at ABK-Stuttgart, the co-founder of the Black Athena Collective, curator of visual art for the MIZNA journal, and currently sits on the editorial board of the Journal of Digital War. She was awarded the 2020 Sussmann Artist Award for artists committed to the ideals of democracy and antifascism, and was selected as a Field of Vision Fellow, NYC (2019). Amin’s work has been shown in numerous exhibitions including The Mosaic Rooms, London (2021), the Böttcherstrasse Prize Exhibition, Bremen (2018), Eye Film Museum, Amsterdam (2020), Quai Branly Museum, Paris (2020), MAXXI Museum, Rome (2018), Liverpool Biennial (2021), 10th Berlin Biennale (2018), 15th Istanbul Biennale (2017), and 12th Dak’Art Biennale (2016), to name a few. Her latest publication, Heba Y. Amin: The General’s Stork (ed. Anthony Downey) was recently published by Sternberg Press (2020) and her works and interventions have been covered by The New York Times, The Guardian, the Intercept, and BBC among others. Furthermore, Amin is also one of the artists behind the subversive graffiti action on the set of the television series “Homeland” which received worldwide media attention.
Dr. Helen V. Pritchard is an artist-designer and geographer whose work considers the impacts of computation and digital media on social and environmental justice. Their research addresses how practices configure the possibilities for life—or who gets to have a life—in intimate and significant ways. As a practitioner they work together with companions to make propositions and designs for environmental media and computing otherwise, developing methods to uphold a politics of queer survival and practice. They are currently working on the book project “Animal Hackers and Critter Compilers”; together with Eric Snodgrass researching “Regenerative Energy Communities” and working with “The Institute of Technology in the Public Interest”. Helen is an Associate Professor of Queer Feminist Technoscience & Digital Design at i-DAT, University of Plymouth, a visiting research with Citizen Sense and a research fellow at Goldsmiths University of London. They are the co-editor of “Data Browser 06: Executing Practices”, published by Open Humanities Press (2018) and Science, Technology and Human Values: Sensors and Sensing Practices (2019). www.helenpritchard.info/ http://titipi.org/
Nathan Ensmenger is an associate professor of Informatics in the Luddy School of Informatics, Computing, and Engineering. His research focuses on social and organizational issues related to software work and workers. His 2010 book, The Computer Boys Take Over: Computers, Programmers, and the Politics of Technical Expertise, traced the emergence of the “computer expert” as a major force in American corporate and government organizations. His research on the gendered nature of computer labor has helped frame contemporary discussions about women and work in Silicon Valley. He is one of the co-authors of the most recent edition of the popular Computer: A History of the Information Machine. He is currently working on a book exploring the global environmental history of the electronic digital computer. His work on AI ethics focuses on algorithmic bias, risk, and the future of work.
Wilko Graf von Hardenberg is a Senior Research Scholar at the Max Planck Institute for the History of Science. His research focuses on how nature has been historically perceived, appraised, and managed and how each of these aspects has affected the other two. Consequently he has worked on different facets of modern European environmental history, including the politics of fascist regimes, the history of access rights, and the preservation of iconic animal species in the Alps. Moreover, he has a thriving interest in the use of digital tools and methods in historical research. His current research focuses on the intellectual history of the Anthropocene and, in general, of theories of anthropogenic environmental change. In the specific the research project looks at the development of the concept of mean sea-level and at the history of the different ways in which the level of the sea has been understood and interpreted in the modern age. Wilko holds an Italian Laurea in history (Università di Torino) and a PhD in geography (University of Cambridge). He has previously been DAAD Visiting Professor of Environmental History at the University of Wisconsin-Madison, and a Carson Fellow and then the Digital Humanities Research Specialist at the Rachel Carson Center for Environment and Society in Munich.
This panel will be chaired by Dr James Baker, Director of University of Southampton DH.
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