11 OCTOBER 2018

Welcome | 13:00-14:00
Introduction | 14:00-14:30
Wolfgang Schäffner
Session 1| 14:30-16:10
ID+Lab in cooperation with
Jan Fuhse and Rob Bogucki
Interdisciplinary collaborations can be observed as dynamic networks of such heterogeneous actors as persons, organizations, topics, sources, methods, events, tasks, tools, times, monies and places. Semantic Web, graph databases and visualization tools today enable a novel creation, analysis and visualization of complex networks. How can the new digital technologies be used to research collaborative networks? How can they become explicit design tools and form their own collaborative space? Of particular interest is the specific relationship of physicality and virtuality of these model spaces.
Session 2 | 16:30-18:30
Architectures Experiments in cooperation with
Andreas Rumpfhuber
The session revolves around the question how to design collaborative spaces. Which effect has the design of physical-virtual space on the practices of interacting, reading, writing, programming, sketching or prototyping? How do these practices materialize and unfold in space and what influence can be exerted on them? In the project Architectures Experiments we have developed a novel approach how to investigate and design space in an experimental, design-driven and co-laborative setting. But looking at the history of office design, our questions are not new. The panel addresses the radical ideas and methods of the 1960s focussing on famous „Bürolandschaft“ by Quickborner Team. How did they proceed in the design process, which experiments did they conduct?

12 OCTOBER 2018

Session 3 | 09:00-10:40
Analogue Storage Media II (Auralisation of Archaeological Spaces) in cooperation with
Anna Foka and Johann Habakuk Israel
Game engines – originally not developed for academic research – can be productively repurposed for the reconstruction of historical scenarios for historical research. Thus, digital architectural models can be put into action in order to study the social formation of space, thereby enabling static spatial reconstructions to become dynamic. As game engines are currently not equipped with standard tools to annotate, document and communicate the virtual experience of differing reconstruction proposals or research hypotheses, a virtual toolbox needs to be developed that suits the research practices of the respective fields in order to open game engine technology to academic research.
Session 4 | 11:00-12:40
Gender Rhizome in cooperation with
Petra Lucht and Corinna Bath
Physical and virtual space, when used for collaboration, is always also a social space in two senses of the term: it is a space of human interaction as well as a social space in which cultural capital stratifies (Bourdieu) and thereby unfolds a space that orders people. Differences created in this space turn from neutral to hierarchical differences. This session explores how categories like gender, ‘race’ and the human play out differently when taking place in physical or virtual environments within social academic space.
Session 5  | 14:00-15:40
Gamelab.Berlin in cooperation with
Markus Rautzenberg and Kat Mustatea
Hans-Georg Gadamer determines the essence of the game as follows: „The actual subject of the game (…) is not the player, but the game itself“. This definition undermines the traditional view of a mature autonomy of the players playing a game. Gadamer’s attempt at definition, on the other hand, seems to amount to the game playing the players. These opposing views raise fundamental questions about freedom of will and scope and thus on the epistemic dimension of game and play. These questions are of fundamental importance to collaborative spaces and will be discussed in the session in terms of collective memory culture, AI and theater / code.