Technoculture, Art and Games (TAG) is an interdisciplinary centre for research/ creation in game studies and design, digital culture and interactive art

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Ticker Text Project

You are invited to submit to the Ticker Text project http://tickertext.concordia.ca
Submit an entry and become a contributor to this digital poetry installation.

THE TICKER TEXT PROJECT

historical and new media as literary constraint
an Espace recherche project created for Congress 2010 at Concordia University
28 May-4 June 2010
curated by Jason Camlot, Department of English
in collaboration with CEREV lab 6½
This project addresses the production and dissemination of new creative writing in relation to informing features of the historical stock ticker—text …


June 1: G3/LuV, “Playing with Disciplines”

TAG will be hosting a dialogue and demo on “Playing with Disciplines” at Concordia University’s FOFA Gallery during Congress 2010, from 10:30am until noon on Tuesday, June 1.
Our Gestural Games Group (G3) is examining how gestural motion and the body affect the player’s relationship to the audio and visual representations in the game and/or on the screen, in part by prototyping collaborative gestural games.
Our Ludic Voice (LuV) project explores vocal volume, duration, and pitch …


The Addictive Network – President’s Conference Series

As part of the President’s Conference Series last last term, Bart Simon of the Department of Sociology and Anthropology and Bill Bukowski of the Department of Psychology, discussed our increasing dependence on technologies such as video games and the internet.


The Material Imaginary of the Wii: Bodies, Spaces and the not-at-all Virtually Real

This is a talk Professor Simon gave at the SAT on April 8th, 2009.
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An Introduction to Video Game Genres and their History, a talk by Dominic Arsenault, Friday December 4th, 1-3PM, EV-11.705

This presentation will brush in broad strokes the history of the main video game genres, on both consoles and computers. We will mainly cover the period from the beginnings to the late 1990s. Shooters, fighting games, strategy, adventure games, RPGs, and their brethren all make an appearance. Come to learn the important historical milestones, aesthetic innovations, technical prowess and crushing business strategies that have shaped the industry’s output; or come to get a glimpse of …


Moving Towards Ubiquity: Engaging Space, Technology and Design from a Thai Metropolis, Friday November 6th, 12-2PM, EV-11.705

Moving Towards Ubiquity: Engaging Space, Technology and Design from a Thai Metropolis
A talk by Amanda Williams, TAG’s postdoctoral researcher
The project of “ubiquitous computing” aims to embed computation into everyday spaces. As a practice that is heavily concerned with space and place, its stance towards mobility is sometimes conflicted — treating mobility by turns as a disruption or as an opportunity — and almost always conceiving of it as free and empowered. Conducted in industrial and academic research …