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DTSTART:19810329T020000
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DTSTART:19961027T030000
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UID:news559@kunstgeschichte.philhist.unibas.ch
DTSTAMP;TZID=Europe/Zurich:20260415T100638
DTSTART;TZID=Europe/Zurich:20260427T181500
SUMMARY:NOMIS Lecture by Eduardo Luersen
DESCRIPTION:A videogame journalist flies over his hometown and nostalgicall
 y looks down\, through rarified clouds\, at a soccer field where he once p
 layed\; a researcher navigates an eerie sky before realising that all clou
 ds are inverted\, as if inhabiting an alternative troposphere\; a multitud
 e of players gather in a sunlit\, submerging Pacific archipelago\, to whic
 h they have no more than a remote connection. Computer game images of weat
 her and climate\, as in these vignettes describing experiences with Micros
 oft Flight Simulator\, may speak to memory culture\, the aesthetic pursuit
  of photorealism\, or the enjoyment of natural phenomena in safe\, if not 
 sanitised\, environments. While attending to the atmospheric address of ga
 me images\, this lecture deliberately recedes to the background\, asking i
 nstead: what do these images\, and how they are made\, disclose about cont
 emporary algorithmic image pipelines and the technical culture that produc
 es them? Turning toward the archival present of networked game design and 
 performance\, the talk traces the macro-ecologies and micro-temporalities 
 of media support systems through which weather is operationalised as a pro
 cedural gaming experience.
X-ALT-DESC:<p>A videogame journalist flies over his hometown and nostalgica
 lly looks down\, through rarified clouds\, at a soccer field where he once
  played\; a researcher navigates an eerie sky before realising that all cl
 ouds are inverted\, as if inhabiting an alternative troposphere\; a multit
 ude of players gather in a sunlit\, submerging Pacific archipelago\, to wh
 ich they have no more than a remote connection. Computer game images of we
 ather and climate\, as in these vignettes describing experiences with Micr
 osoft Flight Simulator\, may speak to memory culture\, the aesthetic pursu
 it of photorealism\, or the enjoyment of natural phenomena in safe\, if no
 t sanitised\, environments. While attending to the atmospheric address of 
 game images\, this lecture deliberately recedes to the background\, asking
  instead: what do these images\, and how they are made\, disclose about co
 ntemporary algorithmic image pipelines and the technical culture that prod
 uces them? Turning toward the archival present of networked game design an
 d performance\, the talk traces the macro-ecologies and micro-temporalitie
 s of media support systems through which weather is operationalised as a p
 rocedural gaming experience.</p>
DTEND;TZID=Europe/Zurich:20260427T194500
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