8:30-9:00 Welcome Remarks - Jim Brown and Robert Emmons, The Digital Studies Center

9:00-10:15 Old Media is New Media: Digital to Analog Converter Instrument
Using television tuners as an artistic tool the panelists will use various techniques to render broadcast signals into new expressions.
Jason Bernagozzi, Laura McGough, and Eric Souther

10:30-11:45 Critical Unmaking: DRM, Proprietary Networks, and Versioning Variances in 3-D Printing Technologies
The 3-D printer is marketed as a technology of making, building, design, progress, and entrepreneurship—a place for creating intellectual property. 3-D printing embodies the capitalist spirit of production, in that each consumer becomes her own “maker” of commodities. However, this vision is far from liberatory. The means of production are becoming ever more proprietary, restricted, difficult to service, and blackboxed for the consumer. This panel responds to blackboxing, and interrogates paths through which to productively break down and break open the 3-D printer across a variety of critical lenses and methodologies.
Kyle Bickoff, Jeffrey Moro, Setsuko Yokoyama, and Andy Yeh

12-1:30 Rachel Simone Weil Keynote, Lunch Provided

1:45 - 3:00 Film as Data Workshop
Panel participants will work together to both hack vintage film equipment and use modern fabrication tools to create a digital film scanner based on the design principles and history of the optical printer and other mechanical / digital hybrid imaging equipment.
Devon Elliott and Josh Romphf

3:15-4:30 The Commodore 64 and ephemeral chronotopes of the early home computing era
Panelists will explore ephemeral chronotopes (the "time and place" bound experiences created through weaving together human participants, hardware, software, and the larger cultural field) by focusing on “paratexts” of the popular Commodore 64 system.
Daniel Johnson, Matthew Sisk, and Loren Valterza

4:45-6:00 The Fates of Things
In responding to R-CADE’s call for work in “digital ephemera,” we’ve decided to take it all the way back to basics, starting with the original digits: our nimble, expressive fingers. This panel will explore what it means to be simultaneously embodied and digital, using the dual concreteness and ephemerality of two ancient technologies and one modern: the spinning wheel, the loom, and the 3D printer.
Helen J. Burgess, Stacey Pigg, and Krystin Gollihue

6:00-6:30 Break/Drinks

6:30-8:00 Dinner and Conversation with Warren Robinett hosted by Andrew Ervin and Frank Lee

Warren Robinett is a designer of interactive computer graphics software, and new forms of computing hardware. In 1979, he designed the Atari video game Adventure, the first action-adventure game. His 2016 book, The Annotated Adventure , presents and analyzes the program which implemented this genre-defining video game. In 1980, he co-founded The Learning Company, which became a major publisher of educational software in the 1980s and 1990s. There he designed Rocky's Boots, a computer game which taught digital logic design to upper grade-school children, using an interactive, visual simulation. In the mid-1980s at NASA Ames Research Center, Robinett designed the software for the Virtual Environment Workstation, NASA's pioneering virtual reality project. This system used the first glove employed in VR, and he invented and implemented a gesture-based user-interface, allowing the user to give manual commands. In the early 1990s at the University of North Carolina, he co-invented the NanoManipulator, a virtual-reality interface to a scanning-probe microscope, which allowed a scientist to be virtually present on the surface of a microscopic sample within the microscope. During 2003-2012 at HP Labs, he did computer architecture research. Robinett has a long-term interest in using computer games to teach mathematics (especially algebra) to children, and has invested several years into this quest.