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These are some of the projects created by faculty from the Boston Civic Media Consortium and Network. The mission of the Boston CMC+N is to build relationships, share knowledge and develop innovative curriculum in civic media. This is a faculty-led initiative that links ten higher education institutions and numerous community partner organizations across the Greater Boston region. This initiative is organized by the Emerson Engagement Lab and funded by the Teagle Foundation.
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Más información en: http://estebanromero.com/2017/10/presentacion-de-medialab-ugr-en-el-encuentro-the-age-of-technology-madrid-2017/
Esteban R. Frías
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ICARUS-Meeting #20 | The Age of Digital Technology: Documents, Archives and Society
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Students from a junior high school in Rhodes, Greece were asked to develop proposals for shaping the public space in the town's tourist port, which was under construction. The students visited the site to understand how public spaces are used. They researched the local history and culture of the port. Each student then developed concept designs focused on highlighting local identity, creating artworks, and planning solutions. Their proposals included designs for parks, landmarks, kiosks, and digital projections that would celebrate the area's historical figures and architecture. The students presented their proposals to local authorities.
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Disability and Smart Cities:
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Presentation about the project: re:DDS, Web Archaeology. The REconstruction o...Tjarda de Haan
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http://hart.amsterdammuseum.nl/re-dds
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Más información en: http://estebanromero.com/2017/10/presentacion-de-medialab-ugr-en-el-encuentro-the-age-of-technology-madrid-2017/
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This document provides an overview of a course titled "Mapping the 19th-Century City". The course will examine maps of 19th century cities in Europe, North America, North Africa, and South/Southeast Asia to understand the impact of industrialization, colonialism, and technological advances. Students will complete a digital mapping project researching a 19th century city and discuss how maps informed experiences of the city. The goals are to consider maps as cultural products and to situate key urban mapping moments in the context of spatial thinking and postcolonial critiques.
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Students from a junior high school in Rhodes, Greece were asked to develop proposals for shaping the public space in the town's tourist port, which was under construction. The students visited the site to understand how public spaces are used. They researched the local history and culture of the port. Then they brainstormed ideas focused on highlighting local identity and history. Some proposals included designing a "Colossus fun park" with slides and hammocks, windmills and deer sculptures, kiosks showing local architecture, and information corners for tourists near archaeological sites. The students' proposals were presented to local authorities.
Culture by doing: Young people and the shaping of public spaceAggeliki Nikolaou
Students from a junior high school in Rhodes, Greece were asked to develop proposals for shaping the public space in the town's tourist port, which was under construction. The students visited the site to understand how public spaces are used. They researched the local history and culture of the port. Each student then developed concept designs focused on highlighting local identity, creating artworks, and planning solutions. Their proposals included designs for parks, landmarks, kiosks, and digital projections that would celebrate the area's historical figures and architecture. The students presented their proposals to local authorities.
Martin brynskov future internet assembly - smart cities - valenciaMartin Brynskov
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Project re:DDS by Amsterdam Museum at MuseumNext 2012Tjarda de Haan
The document summarizes the re:DDS project which aims to reconstruct and preserve the digital city De Digitale Stad (DDS) through web archeology. The project involves crowdsourcing to excavate and analyze archived web content to map the history of DDS and the early internet in Amsterdam. The goals are to include DDS in museum collections and create an interactive exhibition presenting the evolution of DDS and the web over time. If successful, it would provide a model for reconstructing and studying other "born-digital" cultural heritage.
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This document discusses the emergence of new forms of cartography that map and visualize cybergeographies. It outlines five areas of focus: 1) Visualizations of cyberspace that use geographical metaphors, 2) Maps of cyberspace topologies and data flows, 3) Maps revealing the material infrastructures underlying cyberspace, 4) Maps showing uneven development related to cyber access, and 5) New geolocated worlds combining mapping with GPS and mobile technologies. The author argues that these new cartographic techniques reveal the flaws in earlier claims of geography's death by mapping cyberspace's real-world bases and uneven impacts on development.
Disability and Smart Cities:
On Communication Policy, Technology, and Justice in Future Societies
by Gerard Goggin (University of Sydney)
paper presented at Communication Policy and Technology section of 'Memory, Commemoration and Communication: Looking Back, Looking Forward', International Association of Media Communication Research (IAMCR) conference
27-31 July, 2016, University of Leicester
Presentation about the project: re:DDS, Web Archaeology. The REconstruction o...Tjarda de Haan
Presentation about the project re:DDS at the University of Malta, 22 May 2014.
The project attempts to reconstruct the virtual city, the DDS. De Digitale Stad (DDS), the Digital City, is an unique case study to tell the history of e-culture in Amsterdam. The goals of the project re:DDS are:
- To preserve the internet-historical monument DDS
- To map the history of the DDS, internet and e-culture in Amsterdam
- To include the DDS in the collections of the heritage institutions of Amsterdam
- A pilot for net-archaeology: how to reconstruct, preserve and retrieve the virtual city DDS (DDS is born-digital) and make it accessible to the public, on a scientific and social level.
For more information see:
http://hart.amsterdammuseum.nl/re-dds
This document discusses urban games as a way to engage youth in sustainability issues through gaming. It describes three pilot projects: an iPad game called 2021 that teaches players about urban planning processes; a board game produced with students in Hammarkullen to develop their town; and Urbania, a light-weight online mapping tool to facilitate urban planning discussions. The projects aimed to improve understanding of urban systems, broaden perspectives, and support participatory planning. Evaluation found the games effective at achieving these goals and increasing engagement of students, residents, and decision-makers in sustainability topics. Further work is needed to develop process knowledge and design effective dialogue using these new tools.
The CrossCult project aims to empower the reuse of digital cultural heritage through context-aware connections across European history. Led by Antonis Bikakis at UCL, the project will develop technologies like augmented reality, geolocation, and personalized narratives to facilitate new interpretations of history across borders. Running from 2016-2019 with partners in several countries, CrossCult will explore how facts can be interpreted differently through meta-history research and pilots connecting multiple cultural heritage sites and cities. The goal is to foster changed perspectives on history through technology-enabled experiences.
Is geotagging the new tool in the documentary toolbox?Ronald Lenz
This document discusses how geotagging can be used as a new tool in documentaries and creative works. It suggests that geotagging allows people to visualize invisible elements and histories of places. Locations and landmarks can be combined with rich media content, themes, and narratives to create new meaning and experiences for viewers. When guided by rules and interaction, geotagged works can turn real world landscapes into interactive "exhibitions" that bring history alive and make the cultural aspects of places more personal. A variety of examples of existing geotagged works are provided.
Comprehensive presentation in English about the projects developed by Medialab UGR, ways of engaging with people and experimental and innovative approaches to solve social challenges carried out by our Lab.
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A Guided Tour of Amerigo, an Interactive Mobile Storytelling Platform for Digital Heritage in Groningen, the Netherlands
1. AMERIGO
Mark L. Thompson – American Studies, University of Groningen,
@mark_l_thompson
Joanne van der Woude – English, University of Groningen, @ jw0ude
An Interactive Mobile Storytelling
Platform for Digital Heritage
2. OVERVIEW
• What is Amerigo?
• Who will use Amerigo?
• Sneak Peeks
• Who’s building Amerigo?
• Challenges and Changes
• Take aways
• app development; public-private partnerships; fundraising; code;
choices in digital heritage, serious gaming & sharing stories
3. Website and software
application Amerigo explores
meaningful, multi-layered
connections through space
and time between the
Netherlands, the United States,
and the Atlantic World at large.
In its earliest stages, Amerigo
uses one location as its
jumping off point—the city of
Groningen in the North of the
Netherlands—and maps its
role in the initial settlement of
and trade with the Americas by
the Dutch.
4. Groningen features legible signs of its
colonial past—as, for instance, a seat of
the West India Company—in its current
lay out and street-scape. Human
geographers, urban planners, and
cultural theorists have long examined
how people use, understand, and
construct urban space in time. More
recently, media scholars have brought
new attention to mobile narrative and
locative media as subjects of study, and
heritage research has focused on the
significance of contemporary cities as
locations for the production,
consumption, and study of heritage.
5. WHO WILL USE AMERIGO?
• Scholars: Amerigo answers research questions from
the fields mentioned above
• Students: Amerigo provides a low threshold,
interactive introduction to complex historical and
literary material
• Tourists: Amerigo strives to be entertaining and
informative
• Heritage and Data scientists: the choices users make
while navigating the cityspace are recorded and
yield information as to audience interest and
accessibility of the presented sources
6. SNEAK PEEKS
• Early story lines focus on the
Groningen-born Caribbean pirate
Rob Brasiliano and Albert Eckhout,
who painted Natives in Dutch Brasil.
Amerigo thus models elaborate
realities, incorporating architecture,
cartography (both in 3D) material
history, literature, and visual arts
using computational methods to give
a wider audience access to such
sources and their complexities.