D-CENT (Decentralised Citizens ENgagement Technologies) is a Europe-wide project bringing together citizen-led organisations that have transformed democracy in the past years, and helping them in developing the next generation of open source, distributed, and privacy-aware tools for direct democracy and economic empowerment. Here's a short introduction to our tools and pilots. Why you should use D-CENT? Visit http://tools.dcentproject.eu
Designing access to audiovisual cultural heritage. The case of the CarrotMariana Salgado
This paper presents the design of an application
for engagement with audiovisual digital cultural heritage in
the classroom, called the Carrot. The aim of this interactive
tool is to make online cultural heritage accessible and
understandable for students in different levels of education.
In relation to this work we pose two research questions: Why
do we need to develop tools for contextualization of
audiovisual cultural heritage? And: How do we design and
develop such tools? The preliminary answers to these
questions come from our experiences in the design process,
which deepened our understanding of a tool in the context of
the classroom. We then relate this to the digital humanities
project, EUscreenXL. Initial conclusions suggest that tools
for contextualization of audiovisual cultural heritage can
engage students with cultural heritage, develop digital media
literacy, and support contemporary didactics. These tools
need to be developed across platforms, using nonproprietary
software and involving a multidisciplinary
group of experts.
Data-driven art residencies to reshape the media value chain-BlotOECD CFE
Presentation by Manon Blot, Project Manager, Cultural and Artistic activities and EU projects, France at the 6th Summer Academy on Cultural and Creative Industries and Local Development "Disrupting tradition: How digital technology is changing the cultural and creative processes", 18-20 Sept. 2023 ONLINE and 27-29 Sept. 2023 ONSITE (Trento, Italy).
More info: https://oe.cd/sacci
Visit our website: www.oecd.org/cfe
Follow us on Twitter: @OECD_local
The European Network of Living Labs (ENoLL) is the international federation of benchmarked Living Labs in Europe and worldwide. In the following presentation ENoLL presents what it means for cities to be Living Lab and what is the difference between Cities as Living Labs and Urban Living Labs.
_Docubase by MIT Open Documentary Lab for Researchandrea_parisi
The MIT Open Documentary Lab brings technologists, storytellers, and scholars together to advance the new arts of documentary . In November 23, 2013 the MIT Lab has launched_docubase at IDFA festival.
Few things can compete with the emergence of a new media practice for sheer innovation and unpredictability. Conventions, orthodoxies and routine have not yet set in. Virtually anything is possible. Consider the earliest years of film, radio and television, when media makers engaged in unparalleled levels of experimentation thanks to the absence of rules. Today, this untamed creative fervor can be found in the new documentary: a fast-emerging form that includes interactive, participatory and community-created fact-based storytelling.
'Unruly' better describes the types of documentaries that are gathered in _docubase.
Interactive, collaborative, location-based, community-created, parts of larger trans-media experiences… the projects gathered in _docubase defy easy categorization. They are made by and with communities, journalists, citizen-activists, film and video makers, game-designers, community organizers, data-visualizers and ordinary people. Some production teams model their credits on the conventions of film, others on games, and still others invent new ways of describing their work.
Why so complicated? Because we are witnessing a rare moment that is in equal parts creative and inchoate.
We will explore together how _docubase offers multiple ways of bringing order to this complexity.
Find out the essence of M C Squared project and of the c-books in our new brochure. The M C Squared project is developing the “c-book” (“c” for creative) extending e-book technologies to include diverse dynamic widgets and an authorable data analytics engine.
Shaping our Future: Digitization Partnerships Across Libraries, Archives and ...UBC Library
Presentation by Ingrid Parent at the National Diet Library in Tokyo, Japan, Dec. 2, 2010.
Shaping our Future: Digitization Partnerships Across Libraries, Archives and Museums
Chcete vědět víc? Mnoho dalších prezentací, videí z konferencí, fotografií i jiných dokumentů je k dispozici v institucionálním repozitáři NTK: http://repozitar.techlib.cz
Would you like to know more? Find presentations, reports, conference videos, photos and much more in our institutional repository at: http://repozitar.techlib.cz/?ln=en
D-CENT (Decentralised Citizens ENgagement Technologies) is a Europe-wide project bringing together citizen-led organisations that have transformed democracy in the past years, and helping them in developing the next generation of open source, distributed, and privacy-aware tools for direct democracy and economic empowerment. Here's a short introduction to our tools and pilots. Why you should use D-CENT? Visit http://tools.dcentproject.eu
Designing access to audiovisual cultural heritage. The case of the CarrotMariana Salgado
This paper presents the design of an application
for engagement with audiovisual digital cultural heritage in
the classroom, called the Carrot. The aim of this interactive
tool is to make online cultural heritage accessible and
understandable for students in different levels of education.
In relation to this work we pose two research questions: Why
do we need to develop tools for contextualization of
audiovisual cultural heritage? And: How do we design and
develop such tools? The preliminary answers to these
questions come from our experiences in the design process,
which deepened our understanding of a tool in the context of
the classroom. We then relate this to the digital humanities
project, EUscreenXL. Initial conclusions suggest that tools
for contextualization of audiovisual cultural heritage can
engage students with cultural heritage, develop digital media
literacy, and support contemporary didactics. These tools
need to be developed across platforms, using nonproprietary
software and involving a multidisciplinary
group of experts.
Data-driven art residencies to reshape the media value chain-BlotOECD CFE
Presentation by Manon Blot, Project Manager, Cultural and Artistic activities and EU projects, France at the 6th Summer Academy on Cultural and Creative Industries and Local Development "Disrupting tradition: How digital technology is changing the cultural and creative processes", 18-20 Sept. 2023 ONLINE and 27-29 Sept. 2023 ONSITE (Trento, Italy).
More info: https://oe.cd/sacci
Visit our website: www.oecd.org/cfe
Follow us on Twitter: @OECD_local
The European Network of Living Labs (ENoLL) is the international federation of benchmarked Living Labs in Europe and worldwide. In the following presentation ENoLL presents what it means for cities to be Living Lab and what is the difference between Cities as Living Labs and Urban Living Labs.
_Docubase by MIT Open Documentary Lab for Researchandrea_parisi
The MIT Open Documentary Lab brings technologists, storytellers, and scholars together to advance the new arts of documentary . In November 23, 2013 the MIT Lab has launched_docubase at IDFA festival.
Few things can compete with the emergence of a new media practice for sheer innovation and unpredictability. Conventions, orthodoxies and routine have not yet set in. Virtually anything is possible. Consider the earliest years of film, radio and television, when media makers engaged in unparalleled levels of experimentation thanks to the absence of rules. Today, this untamed creative fervor can be found in the new documentary: a fast-emerging form that includes interactive, participatory and community-created fact-based storytelling.
'Unruly' better describes the types of documentaries that are gathered in _docubase.
Interactive, collaborative, location-based, community-created, parts of larger trans-media experiences… the projects gathered in _docubase defy easy categorization. They are made by and with communities, journalists, citizen-activists, film and video makers, game-designers, community organizers, data-visualizers and ordinary people. Some production teams model their credits on the conventions of film, others on games, and still others invent new ways of describing their work.
Why so complicated? Because we are witnessing a rare moment that is in equal parts creative and inchoate.
We will explore together how _docubase offers multiple ways of bringing order to this complexity.
Find out the essence of M C Squared project and of the c-books in our new brochure. The M C Squared project is developing the “c-book” (“c” for creative) extending e-book technologies to include diverse dynamic widgets and an authorable data analytics engine.
Shaping our Future: Digitization Partnerships Across Libraries, Archives and ...UBC Library
Presentation by Ingrid Parent at the National Diet Library in Tokyo, Japan, Dec. 2, 2010.
Shaping our Future: Digitization Partnerships Across Libraries, Archives and Museums
Chcete vědět víc? Mnoho dalších prezentací, videí z konferencí, fotografií i jiných dokumentů je k dispozici v institucionálním repozitáři NTK: http://repozitar.techlib.cz
Would you like to know more? Find presentations, reports, conference videos, photos and much more in our institutional repository at: http://repozitar.techlib.cz/?ln=en
Breakoutsessie over ICT 19: Technologies for creative industries, social media and convergence tijdens het Horizon 2020 voorlichtingsevent van CLICKNL Media & ICT en Gaming
This is a presentation on selfies and personal narratives that we prepared for the last ECREA2016 conference held in Prague. This presentation belongs to the research project "Selfie stories and personal data", funded by the BBVA in Spain, with an interdisciplinary team of researchers from the Mediaccions Research Group at the UOC.
The presentations deals with the different temporalities and what we call 'story entry points' for the research of personal narratives in Instagram, with particular focus on selfies.
This is my Power Point presentation (in Catalan) on the research project PlugIn Narratives, made for the New Research Roundtable at the University Pompeu Fabra (Barcelona, 30th November, 2014)
"Selfie stories”: big data and personal narratives in Instagram.ToniTeki
This is my presentation for the ePatients' panel at the Medicine 2.0 conference (Med2) held at Torremolinos last 10th of October.
My intervention was focused on the cultural and sociel relevance of Instagram as a privileged site for deploying narratives of the self, as well as the selfie as a primer form of self expression and its applications in Health. Through my presentation I tried to dismantle some of the stereotypes regarding the selfie, showing its complexities, some relevant research on Instagram and selfies and our research proposal, combining quantitative and qualitative methods. This research proposal has been developed by the research group Mediaccions #digital culture, based in the IN3 and the Open University of Catalonia
Presentació III simposi ficció televisiva (UIC) [catalan version)ToniTeki
Presentació preparada per al III Simposi de ficció televisiva de la Universitat Internacional de Catalunya (15 maig de 2014). Versió original en català.
Presentación Apuntes sobre transmedia: la vida social de las historias para UOCMeet (11 marzo 2014). Guia de la presentación en castellano (base de los tweets asociados a la misma)
Mi presentación para #transmedia #uocmeet pretende hacer un recorrido por la vida social de las historias y nuestra manera de contarlas.
Hay muchas formas de responder a la pregunta sobre qué es transmedia, pero todas vinculadas al impulso de explicar historias.
La tradición de explicar historias de una única manera es particular de parte del s.XX: venimos de tradición oral.
Muchas manifestaciones de lo que denominamos transmedia vienen de muy, muy atrás.
La mitología griega presenta lugares, personajes y reglas definidas que podían pasar de una historia a otra.
"La Odisea" muestra algunos de los primeros mundos imaginarios, habitados por criaturas como los cíclopes.
"Las aves" es una obra de Aristófanes que muestra un mundo imaginario, la ciudad de las nubes, que se ha convertido en un icono cultural hasta nuestros días, como en la Legopelícula.
El Quijote no sólo tuvo una secuela, sino versiones apócrifas en su tiempo, como El Quijote de Avellaneda.
A lo largo de los siglos venideros, el impacto cultural de El Quijote facilito su salto a todo tipo de formas artísticas.
A principios del s.XX, el escritor y publicista L. Frank Baum, diseñó toda una estructura narrativa para El mago de Oz.
Y su impacto cultural sigue alimentando la imaginación de millones de personas.
La convergencia cultural y tecnológica facilita concebir historias que se desarrollan en distintas plataformas.
Es normal encontrar complicados gráficos que interrelacionan personajes, historias paralelas y líneas temporales.
Para otros, pensar en clave transmedia es sumamente sencillo: http://thisistransmedia.com/wp-content/uploads/2013/05/transmedia-flowchart3.jpg
La franquicia de origen cinematográfico Matrix es un ejemplo clave de la noción actual de transmedia.
Assassin's Creed es otro ejemplo activo de transmedia basado en el videojuego.
La campaña HBO Imagine era un ejemplo magnífico de ficción web transmedia.
Un elemento importante de HBO Imagine es que una parte de la campaña se trasladaba a la calle.
En la actualidad es habitual que series de televisión se presenten como proyectos transmedia.
Sherlock es un caso muy interesante de cómo integrar la filosofía transmedia en una serie de televisión.
En Sherlock los personajes tienen presencia en las redes sociales y generan fanworks complejos
El transmedia se puede aplicar a otros ámbitos como educación: caso "Reality ends here", un juego nacido en la USC
Otro campo de aplicación de las narrativas transmedia es la empresa, como muestra "The Hunt", un proyecto para Cisco.
A menudo, el transmedia hace interseccionar los tiempos de lla vida cotidiana con los de la ficción.
Algunas palabras clave: universos, mitologías, mundos, implicación, extensiones narrativas, franquicia, tiempos
Crowdfunding and media collaboration: about the rewardsToniTeki
This is a presentation for the last Digital Culture and Communication ECREA Workshop, held in Bonn on the 3rd and 4th of October, 2013. Presenters were Talia Leibovitz and Antoni Roig (that's me, actually). Here, we outline a part of Talia's PhD research focused on film crowdfunding practices, attending to motivations of project promoters and backers through a survey addressed to users of crowdfunding platforms, particularly in Spain. In this occasion, we are pesenting some conclusions regarding the perception of the relevance of the rewards in the crowdfunding process
This is our presentation for the ECREA Conference held in Istanbul on November 2012. Our research is being addressed at challenging the notions of popular crowd terms like 'crowdfunding' or 'crowdsourcing' and showing its limits regarding participatory media production. This presentation took place as a part of the Digital Culture and Communication workshop.
Màster CDI (Universitat de Vic): proyectos audiovisuales innovadoresToniTeki
Presentación de una sesión que preparé dentro del Máster de Comunicación Digital Interactiva para la Universitat de Vic. La sesión se centró en la discusión de casos ejemplo de éxito en producción audiovisual participativa, actualizados a 2010.
Where mass media and social production meetToniTeki
This is the presentation I prepared for the ATACD Conference, which took place in Barcelona last week. This is based on the current stage of my research and represents the evolution of a previous presentation for the ECREA Digital Media Conference held in Berlin last November.
Presentación para el ForumCont09 (Valencia)ToniTeki
Esta es la presentación sobre cine colaborativo que preparé para la jornada ForumCont09, celebrada en valencia el 14 de diciembre de 2009 y organizada por la Fundación para la Investigación del Audiovisual y la Universidad Menéndez Pelayo.
Hacia el cine colaborativo: prácticas culturales y formas de producción parti...ToniTeki
Presentación de mi tesis doctoral, un análisis sobre prácticas culturales emergentes en la producción de cine digital, especialmente en formas alternativas basadas en la colaboración y la participación de comunidades y usuarios.
This is the presentation of my PhD Thesis, a research on emergent cultural practices in cinema production, with particular attention to those alternative forms based on collaboration and participation by communities and users.
Hacia el cine colaborativo: prácticas culturales y formas de producción parti...
CHANCES: project proposal overview
1. Creative choices: co-creation and
agency in contemporary media
projects.
Proposta de projecte per a la 10a convocatòria ICT del 7è Programa
Marc de la UE.
Repte 8: ICT for creativity and learning
Objectiu ICT-2013.8.1 Technologies and scientific foundations in the field of
creativity
Jornada de Recerca dels Estudis de Ciències de la Informació I de la
Comunicació, 15 de novembre de 2012
2. Main objective:
Research on how technologies are facilitating
creative choice during the different stages of a
media project through co-creation processes.
3. Co-creation
Choice
Different strategies to provide audiences
with tools to engage in decision-making
processes to actually shape specific
outcomes of a creative experience
Agreement between a project
promoter and a collectivity of
engaged users, willing to
contribute to significant parts
of the project, in a workflow
defined in terms of
transparency and mutual
recognition (Deuze, 2008;
Banks and Potts, 2010)
Participation of consumers
along with producers in the
creation of value in the
marketplace (Zwass, 2010).
4. Key areas of innovation:
Production
User experience
Product
design processes,
conceptualization of
content, formats,
interaction,
configuration, user
capabilities and user
interfaces…
(NESTA's Hidden Innovation Report, 2008).
5.
6. Co-creation strategies that facilitate choice
Across different stages (design, development, object experience,
further creations)
Among different
agents:
industries,
individual
creators/
promoters,
communities
7. (1) research on co-creation and optional thinking in
creative projects
(2) deployment of a co-creation methodology which
will allow for efficient processes of design and
development to establish a profitable, solid and
trustful co-creation relationship
(3) development of a support platform aimed at both
creators and industries, where multiple co-creation
workflows would take place.
8. Academic and professional expertise:
- Learning technologies into design and storytelling
user experiences.
- Creativity and innovation in cultural production.
- Participatory projects in the creative industries.
- Interactive storytelling.
- Crossmedia experience design.
- Remix and DIY cultures.
9. Current partners:
UOC (& DCC Network ECREA)
University of Surrey (Departments of Higher Education and
Technology Enhanced Learning)
Oxford Internet Institute
Free University of Brussels (Centre for Studies on Media and
Cultures)
Riot Cinema Collective (El Cosmonauta).
Filmutea (Panzer Chocolate)
Power To The Pixel (Regne Unit)
Wreck a Movie (Iron Sky)
10. Current partners:
UOC (& DCC Network ECREA)
University of Surrey (Departments of Higher Education and
Technology Enhanced Learning)
Oxford Internet Institute
Free University of Brussels (Centre for Studies on Media and
Cultures)
Riot Cinema Collective (El Cosmonauta).
Filmutea (Panzer Chocolate)
Power To The Pixel (Regne Unit)
Wreck a Movie (Iron Sky)