Titles
A-C
D-G
H-K
L-O
P-S
T-Z
A contemporary chiffonier: new models for photographic resea...A New Archive: Design Processes for Illusory ExperiencesAI textbook, a true classroom revolution?Air, Light, Action: Exploring Inflatable Workspaces in Post-...Among Rocks and Peeling Paint: The Role of Production Design...Approaches to Keep Hong Kong’s Shek Kip Mei Park Fountain ...Architecture as Immersive Media: Pre-History to Populous’s...Automated Floor Generation and Thermal Comfort Optimization ...Between Othering and Owning: Pierre Loti’s Ramuntcho as Fu...Beyond Smart: Inclusivity through Grassroot Initiatives in U...Can Virtual Nature Replace Real Nature? The Impact of Living...Citizen Empowerment in Urban Planning and Design: A Comparat...Collecting Collective Memories – Using 3D Media as Immers...Conversations with Trees: A Biophilic Dialogue between Natur...Dark Spaces: U.S. Border Architecture, Public Representation...Decoding the Dynamics of Urban Resilience of BapunagarDesign Practice as Design FocusDigital Democracy in Environmental Stewardship: Participator...Digital Fabrication and Making in Education: Expanding Pedag...Digital Labor Practices Among Rural Mothers in China: A Crit...Disrumpo in the Vuja De: Breaking the Doldrums of Screen Tim...Doors Open & Check-inDreamscape LearnDynamic Emotion Mapping for Smart Cities: A CNN-TCN Framewor...Echoes of the LiesbeekEmpathy in Action: Integrating Community and Innovation in D...Enchanting Destinations with Eudaimonic Brand StorytellingEnhancing Sanitation Education: User Interaction with Electr...Envisioning Justice: A Speculative Narrative for Addressing ...Evaluation of Design Qualities for Public Open Space in Futu...Fauxtanical: Machinic Co-creation with the More-than-less-th...Fertile Virtuality: Expanding Interior Design Through Media ...Focus PullerForm Interprets Agency: Parc de la CitéFrom BTS to Squid Game: Can K-pop and K-dramas Build Interra...From Metaverse to Hyperreality: The Role of Immersive Techno...From Objects to Networks: An Object-Oriented Ontological Cri...From “Cold” Calculations to “Hot” Interaction: How D...GenSync: Bridging Intergenerational Communication Gaps with ...Humanities–informed Media Design in Spatial Computing (Aug...Hybrid Third Places as Catalysts for Innovative Placemaking:...I Was Never There: The Pan Optics of SurveillanceImagined Shanghai: A Case Study of Television Dramas Support...Imagining the Biggest Movie Ever MadeInfrastructural VoidsIntegrating Eye-Tracking and Immersive Virtual Environments ...Interactive Media in Urban Redevelopment: A Toolkit for Comp...Interrogations of Consumption: The Territory of Late-Stage C...Jaywalking Index: Visual and Socio-demographic Patterns in L...Kowloon’s ‘Walled City’ as de jure Retrospective: Dig...Legacy Code : Broadcasting the Bracero LettersLessons of Donald Judd for ubiquitous computingMapping Blackness: Exploring Place, Memory, and Digital Narr...Media, strategic litigations (legal mobilizations) and the p...MEDIAted Membranes: Environmental Data Resonance in UrbanSca...Mediating Urban Life: Interiority and Digital-Physical Exper...Metacinematic Vulnerability in 'Notes on Blindness'Museum of Anthropocene: Architecture, Politics, and Ecologic...Museum virtual tours as sequences of gaps: The Red LodgeMusic & Dance as Storytellers of the Erosion of Place & Peop...Narratives of social change: food and empowerment in the MTS...Navigating Attention and Distraction: A Study on User Immers...Objectifying the Cache – On Forgetting and Spatializing Me...Our New Situationship: Screen-Based Technology and Embodied ...Perceived Benefits of Immersive Technology Skills For Margin...Preparing the Design Student to be "Everything Everywhere Al...Preserving Heritage Amidst Technological Advancements: A Mix...Private Spaces, Public Performances: Smartphones, Youth Cult...Re-Enchanting Disintermediation: Exploring Techno-Spirituali...Real-Time Generative Storytelling through Tangible AI: An e...Reassessing Form and Content in Housing Design in The Hyper ...RECLAIMING SPACE: Addressing Urban Stratification in Atlant...Reconstructing the "Interface" of Digital Public Art: From F...Redefining Spaces: Immersive Storytelling through Multi-Scre...Reimaging the Past: Utilizing AI for Visual Preservation of ...Reimagining Islamic Literary Classics: Enchantment through C...Renewing Urban Narratives: A Case of Public Toilets as Inter...Rethinking the Surface of Classic Genre Film in the Era of L...Safeguarding the Intangible Cultural Heritage of the Rumsu V...Screen Studies with the Perspective of ‘Double Logic’ Screening Spaces: Cinematic Urban Landscapes as a Tool for S...Screens on Surface, Past in Projection: The Spectacle of the...Shallow vs. Deep Gamification: Striking a Playful but Purpos...Social Gathering - Cider CorpsSocial Gathering - Espiritu Bar and RestaurantSpeculating the Virtual Polis through archiveThingStellarScape - Immersive Multimedia Performances and Install...Superblocks in Abu Dhabi: Improving Neighborhood Level and W...Tactility (or, Why We Love the Humanity of Hand-Drawn Images...Technology Infused Public Art in Albuquerque: IoT, Data and ...Textile architecture: innovative building components for sma...Textiles as a Complement to Architecture: Tradition and Tech...The Body of the CityThe Cone and The Treetop: Notes on Timeline ObservationsThe Gaze: An Architectural Fiction Reconceiving Sight in Arc...The importance of both CAD drawings and hand drawn sketchesThe Intersection of Space and Identity in Memphis' Latinx C...The Lone Wolves in the Shared Forest: Mobilities and Practic...The Mouse and Keyboard: Peripheral devices at the centre of ...The Outernet: The Now Building, Tottenham Court Road, London...The Phenomenology of Space and Body in Nuri Bilge Ceylan’s...The Spaceship Ziggurat and The Ripped ConcreteThe Spectator as Speculator – mediated architecture and ig...The Techno-Sublime of Media Spectacle: From Screen-Interfac...VR binocular rivalry cinema: An art-science interdisciplinar...Weaving and Wayfinding: Navigating Power, People, and Places...Welcome and introduction: In-personWelcome and Introduction: VirtualWelcome to Uncanny Valley: Interrelations and Image Hybrids ...
Schedule

Society. Spaces. Screens

Part of the Mediated Cities Conference Series
Welcome to Uncanny Valley: Interrelations and Image Hybrids between Photography and Videogames
R. Sandelin

Abstract

View film

What is walking if not a contemplative action that can lead us to reflect on, test and transgress boundaries, even those separating physical and virtual spaces? Photography has in the last few decades seen rapid technological changes, fostered in part by the arrival of new digital imaging technologies. Over the past fifteen years alone, photographic media, images, tools and techniques have become a quintessential part of contemporary videogaming as a hybrid form of image-making; in addition to its application and use as a graphical style or aesthetic. This provides players with ways to explore and visually express their experiences of game worlds and environments, mirroring how photography has been used historically and is still used today. Can remediations and re-interpretations of photographies in videogames shed light on how we interact with different environments and spaces? Can ways we interact with virtual environments using photographies allow us to reflect on how we engage with the medium itself? I propose an altered and condensed version of a thesis I submitted in 2023 as part of my Master of Arts at Aalto University School of Arts, Design and Architecture, Department of Art and Media. This paper focuses on how the intentional act of walking in virtual environments in combination with a photography-based artistic or creative practice can provide different perspectives on the relationship between space and surface. In this paper, I explore how material, cultural and historical boundaries between media and art merge through the experience of walking in both physical landscapes and virtual game environments. Using my long-term project Virtual Lands, recent videogames and other artistic practices as examples, I explore how the hybrid form of “in-game photography”, “game photography”, “virtual photography” or “screenshot photography” challenges the separation of the virtual, the physical and the real and calls for a re-examining of post-photographic discourse.

Biography

Rebecca Sandelin is an artist-photographer and freelance scholar in photography and visual culture. She currently holds a Bachelor of Arts in Photography, a Master of Letters in History of Photography and a Master of Arts in Photography. Her educational background and sustained passion for the photographic medium has led to a continual development of a holistic understanding of photography as a creative and artistic practice, its many historical and contemporary contexts and its relationship to and with art, media and visual culture.