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Events 11 | 2011

Thurs, 03.11.2011Wed 08.02.2012
Digital Art Works. The Challenges of Conservation
Accompanying Program

Lectures in the context of the exhibition Digital Art Works The Challenges of Conservation
ZKM_Lecture Hall, 6 p.m., admission free

Information auf Deutsch

The exhibition “Digital Art Works. The Challenges of Conservation” (29.10.2011–12.02.2012) at the ZKM | Media Museum fundamentally explores questions related to collecting, exhibiting, and maintaining computer-based art works and makes the work concerning digital conservation visible. Embedded in the didactic supporting program, the art works themselves will stand at the center: classics such as Nam June Paik’s “Internet Dream” or Jeffrey Shaw’s “The Legible City” will be available to visitors of the exhibition as will be the latest computer hackings by the Dutch artist duo Jodi, or the diagram poetry by the French Antoine Schmitt.


Thurs, November 3, 2011
Personal Computer - 30 years PC
Lecture by Boris Jakubaschk

The personal computer has transformed office work entirely; and yet the way in which one informs one’s self in professional or private life, how one communicates and how one works creatively has been no less strongly influenced by PCs. With the aid of functioning exhibits the lecture traces the emergence of the first IBM PC and which of its predecessors and successors decisively influenced its development.

Boris Jakubaschk, MSc works as a software developer in Karlsruhe. He has been collecting historical computers and documenting their history in his spare time for the last 20 years. The ZKM has been showing a small part of his collection for many years on the periphery of the exhibition section "The World of Games." As part of the course entitled "Conservation of New Media and Digital Information" at the Stuttgart Academy of Art he holds, among others, a lecture on computer history.

Wed, November 30, 2011
Introduction to the long-term storage of digital images
Lecture by Sven Schönauer

A data record cannot be considered without auxiliary means. The digital image has existed for the last 30 years. There are many losses, and the images that have survived are models for present-day strategies for the long-term archiving of data. One has learned from mistakes. Clearly, over the course of time, many developments have flowed into technologies. One such development has been the currently much-discussed “Cloud”. The basis for digitalization, color management, helps to generate and evaluate digital image files. To select the right data format and to store it on an appropriate medium are basic steps and means of storage.

Sven Schönauer is a professional business administrator. He has been working for the company recom GmbH & Co.KG for the last fifteen years – for the previous two decades one of the most renowned and high-performance Artwork/Post- and CGI-Studios in Europe, with offices in Stuttgart (Head Office), Berlin and London. He also works at the Stuttgart State Academy of Art and Design as lecturer for picture recording technologies, for the course “Conservation of New Media and Digital Information”.

Wed, December 14, 2011
Hacking as (Life) Art
Lecture by Sven Braun

“Hacking is when one can heat the water for potato puree with the coffee machine.” (Wau Holland)

Sven Braun, born in 1991 graduated from high school in 2010. He completed a voluntary social work in the area of culture in museum communication at the ZKM | Center for Art and Media Karlsruhe until summer 2011; since winter semester 2011/2012 he studies political science and computer science at the TU Darmstadt. Since 2007 Sven Braun is Member of Entropia e.V. and Chaos Computer Club Karlsruhe. He held diverse lectures on the subject of network politics and data protection on the Internet, among others, as part of “Chaos macht Schule”.

Wed. January 18, 2012
8mm Eternity. From Analog 8mm Small Film Format to Digital Copy
Lecture by Anna Leippe

The 8mm small film format looks back to a 80 year-old history, and is thus one of the most important parts of our visual and cultural memory. In order to protect, but also to make it accessible, digitalization appears to be the ideal solution. But unexpected difficulties make their appearances. The 8mm film is considered as the material of the amateur filmmaker and is thus treated in all but a few of the highly professional copy replication plants. The archive must avoid the market, which is a mix of various technologies and qualities. This lecture discusses the special features of the 8mm film in the preparation and execution of its digitalization, and provides an overview of the various “translation possibilities”.

As a qualified camera assistant, Anna Leippe, born 1976, has worked for various film productions (35mm, 16mm and video) for the last eight years. She began studies in cultural sciences at the Europa-Universität Viadrina, Frankfurt / Oder, in 2004, which she concluded in 2007 with a Bachelor.  In 2010, she studied for a Masters in “Conservation of New Media and Digital Information” at the Stuttgart State Academy of Art and Design. Alongside her studies, she began working for the Haus des Dokumentarfilms. Here, she is primarily responsible for the documentation and conservation of film and video inventory in the Department of State Film Collection Baden-Württemberg for the Documentation and Conservation of Film and Video Inventory.

Wed, February 8, 2012
The Preservation of Computer Games and the Role of Emulation
Lecture by Andreas Lange

Most digital works of art, like computer games, are of a complex nature, and quite often require interaction with the recipients. This leads to the fact that the technical, but also curatorial conservation of computer and video games, as well as digital works of art, share the same prerequisites and objectives. A central tool for the conservation of complex digital artifacts are emulators, which have been developed, for the most part, by the retro-gamer community and which are now being taken up by institutions. Consequently, in 2009 the European research project KEEP (www.keep-project.eu) was established, the aim of which was to make available the programs developed in the games community, and consequently usable in larger social and cultural contexts. As Director of the Computer Games Museum and member of KEEP consortium, Andreas Lange will provide an account of the current status and future perspectives.

Andreas Lange, born in 1967, studied Religion and Theater, and has been Director of the Computer Games Museum in Berlin since 1997. Prior to holding this position, he was consultant of the Unterhaltungssoftware Selbstkontrolle (entertainments software self control) (USK). Lange is curator, among others, of the exhibition “pong.mythos” (from 2006) and “Computer Games. Evolution of a Medium (2011). He is author, among others, of the books “Spielmaschinen” (Berlin, 2002) and “pong.mythos” (Berlin, 2006). His essays have appeared, among others, in “Game on. The History and Culture of Videogames” (London 2002), “M_ARS. Art and War.” (Austria 2003) or “See? I’m real... Multidisziplinäre Zugänge zum Computerspiel am Beispiel von ‚Silent Hill’” (Germany 2005) or “Space Time Play” (Switzerland, 2007). He regularly holds lectures in academic and other contexts, is member of the Akademie des Deutschen Entwicklerpreises, as well as a jury member of the Deutschen Games Awards Lara. Lange is Project Director of the Computer Games Museum for the EU research project KEEP, speaker of AG Emulation of Deutsches Kompetenznetzwerk zur digitalen Langzeitarchivierung nestor, and holds the status of a Visiting Professor at the Jilin Animation Institute (China).

documentation photo "digital art conservation",
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