Call for Chapters: Common Digital Art and Crafting Practices

Editors

Shalin Hai-Jew, Hutchnson Community College, United States

Call for Chapters

Proposals Submission Deadline: April 1, 2024
Full Chapters Due: April 20, 2024
Submission Date: April 20, 2024

Introduction

A core part of human identity involves “making,” the generation of an idea, a process, a product, and /or a solution (ideally to an unsolved problem, and ideally a practical and low-cost solution). Making can be done physically with analog materials, digitally with pixels and equations and texts, and in mixed physical-digital approaches. The work may be done in standalone individual ways but also in the company of others, in teams of various sizes and mix of talents. Part of making requires not only the end-state product but something of style, efficiency, speed, and design. This book explores a wide range of computational (and computer-supported) practices used for digital making and crafting, for personal, commercial, educational, and other purposes and contexts. How are “common digital art” and “digital crafting” harnessed? What technologies are used? What techniques? What sorts of problems have been solved using these approaches? What sorts of innovations have been created? How are people entranced and entertained and taught?

Objective

This book aims to collect insights about how people are engaging “common digital art” and “digital crafting” both with and without the uses of artmaking generative AIs. If AI is going to change up human economies, what does that mean for human productivity and leisure? Meaning making? Identities as makers? This work aims to focus on the social shifts from technological advances and the rich diversities of digital making in the art and crafting spaces.

Target Audience

This book is for the following:

digital makers (of arts, of crafts);

teachers of digital arts, digital crafts;

managers of making / fabrication / hacker spaces;

makers of tools for digital making;

those who maintain digital making galleries and showcases; and others active in this space.



Recommended Topics

Common digital art

Common digital art practices

Markets for common digital art, price setting, sales events

Customer bases

Social media, sales platforms, social and other marketing to reach customers

Practitioners of common digital art, common digital art communities online and offline

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Hobbyist digital crafting

Work-based (professional) digital crafting

Digital and analog tools for digital crafting

Markets for digital crafting, object pricing

Practitioners of digital crafting, digital crafting communities online and offline

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Analog crafting transcoded to digital crafting; digitization

Transcoding from digital crafting to analog materials

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2d objects

3d objects

Motion objects

Digital designs for real and practical life

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Direct experiences of digital crafting (case studies)

Direct experiences of digital making (case studies)

Digital experiences in 2d, 3d, and 4d spaces

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Inventing and creating in maker / fabrication / hacker spaces

Innovating and bringing to market in maker / fabrication / hacker spaces

Transfer learning from maker / fabrication / hacker spaces to other domains

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Acquired skills in being a “super maker” with analog and digital skills

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Tools and techniques for no-code making

Tools and techniques for low-code making

Tools and techniques for high-code making

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Materiality of making

Materials re-use

Immateriality (virtuality, digital aspects) of making

Digital fabrication

Kits for making

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3d printing

Machinima

Animation / motion design

Rotoscoping

Generative AI

Motion capture

Artificial intelligence (AI)

Illustrating and making with data

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Showcases for common digital art

Showcases for digital crafts

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Fans and aficionados and built user bases for common digital art

Fans and aficionados and built user bases for digital crafts

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Online and offline markets for digital crafts

Online and offline markets for makerspace objects

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Aesthetics in digital crafting and making

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Comparing analog and digital made objects

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Histories of digital making

Histories of digital crafting

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Standards for digital-made objects

Standards for digital-made crafts

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Harnessing “making spaces” and “making labs” for teaching and learning

Hands-on embodied experiential learning

Using analog/physical tools for embodied learning

Materiality in making spaces

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Virtualized learning in digital “making spaces” and “making labs” for teaching and learning

Hands-on embodied virtual experiential learning

Using digital tools for embodied learning

Virtuality in making spaces

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Designs of making spaces and labs for teaching, learning, practice, experimentation, and innovation

Trainings for making spaces and labs

Pedagogies in fabrication spaces and labs

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Technologies and techniques for making spaces and labs

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Aesthetics in digital arts

Aesthetics in digital crafts

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Case studies in common digital art

Cases studies in common digital crafting

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Design journeys with common art

Design journeys with digital crafting

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Future of digital common art and crafting

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Singleton projects in the digital arts

Singleton projects in digital crafts

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Teamwork in digital (common) arts

Teamwork in digital crafts

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Digital crafting to new insights, perspectives, worldviews

Documenting, showcasing, and displaying digital works

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Anticipated futures of digital making

Anticipated futures of digital crafting

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Mass-scale making, with molds, designs, templates, patterns, and references

Variations on themes

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And others



Submission Procedure

Researchers and practitioners are invited to submit on or before April 1, 2024, a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter. Authors will be notified by April 5, 2024 about the status of their proposals and sent chapter guidelines.Full chapters are expected to be submitted by April 20, 2024, and all interested authors must consult the guidelines for manuscript submissions at https://www.igi-global.com/publish/contributor-resources/before-you-write/ prior to submission. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.

Note: There are no submission or acceptance fees for manuscripts submitted to this book publication, Common Digital Art and Crafting Practices. All manuscripts are accepted based on a double-blind peer review editorial process.

All proposals should be submitted through the eEditorial Discovery® online submission manager.



Publisher

This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), an international academic publisher of the "Information Science Reference" (formerly Idea Group Reference), "Medical Information Science Reference," "Business Science Reference," and "Engineering Science Reference" imprints. IGI Global specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit https://www.igi-global.com. This publication is anticipated to be released in 2025.



Important Dates

April 1, 2024: Proposal Submission Deadline
April 5, 2024: Notification of Acceptance
April 20, 2024: Full Chapter Submission
June 22, 2024: Review Results Returned
August 3, 2024: Final Acceptance Notification
August 17, 2024: Final Chapter Submission



Inquiries

Dr. Shalin Hai-Jew
Hutchnson Community College
haijes@gmail.com



Classifications


Business and Management; Computer Science and Information Technology; Education; Media and Communications; Social Sciences and Humanities
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