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The Metaverse U conference held
on February 16-17 at Stanford University explored the cultural, technological, legal, and economic issues surrounding virtual
worlds. A full video transcript of the conference will be made permanently available on the web, archived to become part of a global conversation on
virtual worlds. Sites for viewing and download will be announced both here and on the Metaverse U site as soon as they are available.
We cordially invite you to extend the conversation begun at the conference, and solicit your participation in the post-conference exchange of ideas on
the Metaverse U wiki. To all our speakers, to our esteemed colleagues and friends in attendance both at Stanford and in Second
Life, and to the many individuals who worked to ensure the success of this event, we offer our heartfelt thanks. |
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The Stanford Humanities Lab is a Center for
Transdiciplinary/Post-Disciplinary Study. We discover
fascinating futures to be explored in ignoring and crossing disciplinary borders.
SHL believes
that some crucial questions about what it is to be human, about experience in a connected world, about the boundaries of
culture and nature transcend old divisions between the arts, sciences and humanities; between the academy, industry and
the cultural sphere.
We engage in experimental projects with a "laboratory" ethos collaborative, co-creative, team-based involving a
triangulation of arts practice, commentary/critique, and outreach, merging research, pedagogy, publication and practice. Beyond commentary and discussion, we build: new media, interactive archives,
predictive models of social change, collaborative research workshops, art exhibitions.
The SHL agenda encompasses
animating archives - regenerating, bringing to life,
and fostering new modes of interaction with the storehouses of human, cultural, artistic, scientific achievement - our focus is on the question of the relationship of the human past to efforts at conservation and preservation
building bigger pictures - putting specialized in-depth research into the context of big human questions; questions, for example, of rapid social change and innovation, the ethical implications of information technology, the character of distributed digital communities, the politics of digital citizenship, the past, present, and future of intellectual property
enabling co-creative collaboration - developing successful models of teamwork, learner-centered models of training (thinking through doing), and collaborative authoring tools and processes
building bridges - establishing innovative partnerships between industry, museums, foundations, and high-level university-based research
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Meltemi Editore releases Schermi Interattivi. Il cinema nei videogiochi
Schermi interattivi. Il cinema nei videogiochi (Interactive Screens. Cinema in Videogames) is a new collection of essays, edited by Matteo Bittanti, Research Associate at SHL, that explores the complex relationship between film and digital games. Published by Meltemi Editore, the book was originally conceived and written while Matteo was a Visiting Sholar at Stanford and it is part of How They Got Game: The History of Video Games and Interactive Simulations, an ongoing critical investigation of the history, role, and impact of games on society. Schermi interattivi. Il cinema nei videogiochi is the result of a collective effort. It features contributions from Stanford University's Henry Lowood and Galen Davis, who were joined by scholars from all over the world: Barry Atkins, Alexis Blanchet, David Bordwell, Luca Castiglioni, Mark Grimshaw, Rune Klevjer, Bernard Perron, Judd Ethan Ruggil, and Olli Sotamaa. The book, which is available in Italian for the time being, confirms SHL's dedication to critically delineate an evolving media landscape. S chermi Interattivi. Il cinema nei videogiochi, edited by Matteo Bittanti, published by Meltemi Editore (Rome, 2008) official site http://www.scherminterattivi.org/
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