The document discusses the opportunities presented by virtual worlds. It argues that virtual worlds allow for better sociability, visualization, and dynamics compared to the real world. Specifically, they improve communications, social connections, navigation, sense-making, coordination, engagement, and understanding of opportunities. The document also discusses how virtual worlds will diversify in the future across dimensions like purpose, interface, user interaction, content production, fictional/non-fictional nature, connection to real space, and experience location. Finally, it outlines innovation skills and abilities like mobality, influency, and emergensight that are emerging from virtual worlds and can benefit the real world.
The document discusses key concepts in digital culture including participation, remediation, and bricolage. It outlines paradigm shifts from print to online media, including moving from a linear, hierarchical structure to multivocal networks. Digital culture involves the values and practices users create online and offline. The document also discusses Jean Baudrillard's three types of simulacra and how culture is now focused on recombining past media forms. Participation involves users becoming active in meaning making. Remediation describes the constant remixing of older and newer media forms. Bricolage legitimizes borrowing and hybridity to create new meanings.
Collective Intelligence, Participatory Culture, Remixable Media & IPClaudia Leigh
This document discusses key thinkers and concepts related to collective intelligence, participatory culture, and intellectual property in the digital age. It covers Pierre Levy's concept of collective intelligence as a knowledge community, Henry Jenkins' view of participatory culture enabled by media convergence and new tools, and Lawrence Lessig's arguments for remix culture and a read-write society with more open copyright and licensing models like Creative Commons. Issues around balancing commodity and knowledge cultures and debates over fair use are also summarized.
New and traditional media are converging as print, audio, and audiovisual media move online. This convergence involves a shift from one-way communication to participation across communication technologies. New media like social networks and mobile phones allow people to both consume and produce media as "prosumers". This participatory culture has implications for education, identities, and social change.
This document discusses how transmedia storytelling represents a process of dispersing integral story elements across multiple channels to create a unified entertainment experience. It provides examples of how Brazil has embraced transmedia through mixed media projects, focusing on cross-cultural understanding. The document argues that in the modern media landscape, content is participatory, remixable, and spreadable on a global scale.
This document summarizes key points from a lesson about teenagers and online identity. It discusses how the rise of the internet and Web 2.0 has led to debates around convergence of technologies and digital identity construction. It provides explanations of convergence from Jenkins and discusses how identities are constructed online, using examples like social media profiles and fan communities. Henry Jenkins' concepts of participatory culture are outlined, including affiliations, expressions, collaborative problem-solving, and circulations in online spaces.
The document discusses several media theories related to the rise of user-generated content and participatory culture on the internet. It covers theories by Tim O'Reilly on Web 2.0, Dan Gillmor on citizen journalism, Charles Leadbeater on open collaboration, and Henry Jenkins on convergence culture and collective intelligence. It also discusses issues of representation and diversity in participatory media raised by John McMuria and the economic implications of a long tail market described by Chris Anderson.
The document discusses the opportunities presented by virtual worlds. It argues that virtual worlds allow for better sociability, visualization, and dynamics compared to the real world. Specifically, they improve communications, social connections, navigation, sense-making, coordination, engagement, and understanding of opportunities. The document also discusses how virtual worlds will diversify in the future across dimensions like purpose, interface, user interaction, content production, fictional/non-fictional nature, connection to real space, and experience location. Finally, it outlines innovation skills and abilities like mobality, influency, and emergensight that are emerging from virtual worlds and can benefit the real world.
The document discusses key concepts in digital culture including participation, remediation, and bricolage. It outlines paradigm shifts from print to online media, including moving from a linear, hierarchical structure to multivocal networks. Digital culture involves the values and practices users create online and offline. The document also discusses Jean Baudrillard's three types of simulacra and how culture is now focused on recombining past media forms. Participation involves users becoming active in meaning making. Remediation describes the constant remixing of older and newer media forms. Bricolage legitimizes borrowing and hybridity to create new meanings.
Collective Intelligence, Participatory Culture, Remixable Media & IPClaudia Leigh
This document discusses key thinkers and concepts related to collective intelligence, participatory culture, and intellectual property in the digital age. It covers Pierre Levy's concept of collective intelligence as a knowledge community, Henry Jenkins' view of participatory culture enabled by media convergence and new tools, and Lawrence Lessig's arguments for remix culture and a read-write society with more open copyright and licensing models like Creative Commons. Issues around balancing commodity and knowledge cultures and debates over fair use are also summarized.
New and traditional media are converging as print, audio, and audiovisual media move online. This convergence involves a shift from one-way communication to participation across communication technologies. New media like social networks and mobile phones allow people to both consume and produce media as "prosumers". This participatory culture has implications for education, identities, and social change.
This document discusses how transmedia storytelling represents a process of dispersing integral story elements across multiple channels to create a unified entertainment experience. It provides examples of how Brazil has embraced transmedia through mixed media projects, focusing on cross-cultural understanding. The document argues that in the modern media landscape, content is participatory, remixable, and spreadable on a global scale.
This document summarizes key points from a lesson about teenagers and online identity. It discusses how the rise of the internet and Web 2.0 has led to debates around convergence of technologies and digital identity construction. It provides explanations of convergence from Jenkins and discusses how identities are constructed online, using examples like social media profiles and fan communities. Henry Jenkins' concepts of participatory culture are outlined, including affiliations, expressions, collaborative problem-solving, and circulations in online spaces.
The document discusses several media theories related to the rise of user-generated content and participatory culture on the internet. It covers theories by Tim O'Reilly on Web 2.0, Dan Gillmor on citizen journalism, Charles Leadbeater on open collaboration, and Henry Jenkins on convergence culture and collective intelligence. It also discusses issues of representation and diversity in participatory media raised by John McMuria and the economic implications of a long tail market described by Chris Anderson.
Networked Learning & Identity Development in Open Online SpacesCatherine Cronin
The document is a presentation from the Networked Learning Conference 2014 that discusses networked learning and identity development in open online spaces. It explores how networked technologies and open online spaces influence how learners develop their identities. It references several scholars and their work around networked learning, online identities, and the intersection between formal and informal learning environments and spaces. The presentation examines how networked technologies impact educators and students, and the potential of open online spaces to support learners' negotiation of identities and experimentation across different social contexts.
This document discusses how virtual worlds like Second Life can be viewed as technologies of the self that allow users to construct alternate identities. It describes research where participants spent over 20 hours per week in Second Life, viewing it as a way to express aspects of themselves not available in real life. The document also examines the work of Michael Wesch, who uses digital tools to study how media impacts human interaction and identity formation.
Ems - Summer I ’11 - T101 Midterm Exam ReviewLindsayEms
The document provides an overview and review of key concepts for a midterm exam on media and technology:
1) According to media scholar Mark Deuze, we live in media and derive our sense of identity from it, not outside of it.
2) People in a "media life" focus on crafting a good, responsible, and beautiful experience of existing fully within media environments.
3) Media convergence has led to a culture where audiences actively co-create media across multiple platforms through user-generated content and transmedia storytelling.
From Social Media To Human Media - critical reflection on social media & some...Niels Hendriks
This is a presentation by Liesbeth Huybrechts & Niels Hendriks given at the Glocal Conference in Macedonia in 2009. It makes a critical reflection on so-called social media and presents some design methods and projects dealing with social environments.
Participation, Remediation, Bricolage: Considering Principal Components of a ...tongtong1985
This document discusses the key components of digital culture: participation, remediation, and bricolage. Participation refers to how digital technologies enable individuals to communicate and share content online through activities like online journalism and open publishing. Remediation involves the remix of old and new media as new forms adopt and modify existing media. Bricolage is the highly personalized, continuous assembly and disassembly of digital objects and artifacts using available materials.
Clay Shirky argues that changes in media change the nature of public arguments over time, with significant social and political effects. He focuses on how decentralized technologies like peer-to-peer networking, wireless connectivity, and open-source development enable new cooperative structures for getting things done as alternatives to traditional centralized institutions. Shirky believes groups tend to limit themselves, and that digital networks have increased the volume of ideas and arguments in circulation worldwide.
The document discusses challenges in using the internet to construct a solidary community and ways to address them. Some key problems identified are: members becoming too reliant on the virtual environment and comfortable within it, replacing real experiences with virtual ones that lack physical sensations, and using the internet to escape real problems rather than solve them. To address these challenges, the document suggests facilitating offline meetings and events to encourage real-world interaction, and using the online community to support real-world action and problem-solving rather than as an escape.
The document announces a virtual conference to be held in Second Life on the sociological significance of virtual worlds. It includes an agenda with multiple sessions and presentations on topics like social networking sites, video games, virtual worlds, and using virtual spaces for education. Presenters will discuss issues like surveillance and social networks, women's experiences in online gaming, disabilities and gaming, conducting research in virtual environments, and exploring virtual spaces as participatory pedagogy.
The document discusses several topics related to personal identity and transhumanism. It provides links to websites about transhumanism and morphological freedom. It also includes a table listing core values and derivative values of transhumanists, such as having the opportunity to explore transhuman and posthuman realms, individual choice in using enhancement technologies, and improving understanding through research and debate. The document also briefly describes the Canadian Journal of Political and Social Theory, noting it was published from 1976-1991 and attracted critical thinkers who explored engaged, politically critical, and diverse forms of thinking related to topics like ideology, feminism, psychoanalysis, and media.
The document discusses several topics related to new media and networked performance, including:
1) The use of virtual demonstrations by Italian unions to protest IBM, showing how new technologies allow new forms of activism and job actions.
2) The networked_performance blog which chronicles network-enabled artistic practices and their social implications.
3) The live game/performance "Wayfarer" which uses location-based technologies and streaming video to immerse audiences.
4) Issues of identity, representation, and ethics in artistic practices that address geography, difference, and political/social issues.
The document discusses the opportunities for teaching and learning presented by new technologies and networked environments, including access to multimedia, tools for collaboration and connection, and the ability to share and create new forms of content. It also cautions that while new technologies open up possibilities, their implementation requires care to avoid unintended negative consequences and ensure educational value. The document advocates for open, connected, social learning experiences that empower student-driven exploration and creativity.
This document is a literature review on online social networks. It discusses how social networks can be described using network theory and graphs with nodes and links. It also covers topics like social network analysis, centrality measures, and how friendship and dating networks have been studied in high schools. The document questions whether online social networks provide truly new means of communication and what value they provide to users.
In this paper we suggest a design research method for eliciting
affordances and new meanings for Smart Objects in the Internet of Things Era.
After an introduction to the topic and the description of some open issues, we
propose to adopt a Critical Design approach, where the role of Ambiguity is
twofold: on the one hand, it is the objective of the observation for defining a set
of ambiguous objects or affordances; on the other hand, it is the result of a
design conceptualization of smart objects aiming at provoking cognitive
dissonance and finalized to understand people adaptation processes and
behaviors.
På sporet efter hinanden - Web 2.0 og social navigationLennart Björneborn
The document discusses the concept of social navigation in the context of Web 2.0 and how user behavior and interactions online leave digital traces that can guide others. It describes how features like tagging, comments, and indications of what content other users have engaged with act as "behavioral footprints" that allow for indirect social navigation. Additionally, technologies like social networks make direct social navigation possible by showing who is online or in virtual spaces in real-time. The document argues that social navigation facilitated by user-generated content and connections between users is a defining aspect of Web 2.0.
This document summarizes key concepts from Chapter 3 of the textbook "Culture and Society". It discusses how culture differs from society, with culture referring to shared values, norms, material goods, languages and symbols within a group. It also examines different types of societies throughout history, from hunting and gathering to industrialized, and how cultures have changed over time due to factors like colonialism, globalization and new technologies. Some unanswered questions are raised, such as the influence of nature versus nurture on behavior and whether the internet promotes a global culture or strengthens local cultures.
The document discusses several topics related to the internet and digital culture, including a brief history of the internet from its early scientific uses to the modern web; debates around whether skills required to use the internet are fundamentally new; concepts of remediation and convergence across media; DIY culture and participatory culture; issues of exploitation and power relations online; and the emerging field of gaming studies.
A participatory culture is one where there are low barriers to artistic expression and civic participation. Members feel their contributions are valued and they feel socially connected to others. Key aspects of participatory culture include affiliations through online communities, creative expressions by producing and sharing media, collaborative problem-solving in teams, and circulating flows of information through social media. While participatory cultures enable widespread sharing of creativity, they also present challenges around moderating inappropriate content.
The document summarizes key aspects of cyberculture through discussing the chronology of computer-mediated communication technologies and their implications. It explores how technologies have evolved to make the virtual, move the real into virtual spaces, and now integrate both. This blending of real and virtual is changing identity, sociality, information consumption, and democracy. While technologies provide opportunities, they also enable filtering that can lead to homogeneous information exposure despite an overwhelming amount of options. The relationship between technology and its use is complex with both benefits and drawbacks for culture.
We all know what the typical library computer space looks like — rows of computers, each one occupied by a single person using the technology on his or her own. The underlying notion driving this configuration is that people need access to information, and that this access is optimized when each person is left alone to use the computer and internet (with assistance from a librarian when a need arises). This is the “access to information” model, and libraries have long excelled at providing this form of access.
There is another model that is experiencing tremendous growth and excitement—innovation spaces—physical places that foster community, collaboration, and creation. The notion behind these spaces is that creativity and innovation are stimulated when people and ideas come into contact with one another, not when they are isolated. There are many types of innovation spaces—hackerspaces, makerspaces, coworking spaces—all of which are founded on the “access to each other” model.
In this talk, Chris presented the concept of innovation spaces, provided a tour of different types of spaces, and discussed the economic, social, and technical drivers of this movement. Thoughts on the important role of libraries in providing such spaces for their communities were also shared.
Presentation On Participation, Remediation, Bricolage Considering Principal...sgie6824
The document discusses key concepts in digital culture including participation, remediation, and bricolage. It outlines paradigm shifts from print to online media, including moving from a linear, hierarchical structure to multivocal networks. Digital culture involves the values and practices users create online and offline. The document also discusses Jean Baudrillard's three types of simulacra and how culture is now focused on recombining past media forms. Participation involves users becoming active in meaning making. Remediation describes the constant remixing of older and newer media forms. Bricolage legitimizes hybridity and mixture to create new meanings from borrowing and plagiarism.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
Networked Learning & Identity Development in Open Online SpacesCatherine Cronin
The document is a presentation from the Networked Learning Conference 2014 that discusses networked learning and identity development in open online spaces. It explores how networked technologies and open online spaces influence how learners develop their identities. It references several scholars and their work around networked learning, online identities, and the intersection between formal and informal learning environments and spaces. The presentation examines how networked technologies impact educators and students, and the potential of open online spaces to support learners' negotiation of identities and experimentation across different social contexts.
This document discusses how virtual worlds like Second Life can be viewed as technologies of the self that allow users to construct alternate identities. It describes research where participants spent over 20 hours per week in Second Life, viewing it as a way to express aspects of themselves not available in real life. The document also examines the work of Michael Wesch, who uses digital tools to study how media impacts human interaction and identity formation.
Ems - Summer I ’11 - T101 Midterm Exam ReviewLindsayEms
The document provides an overview and review of key concepts for a midterm exam on media and technology:
1) According to media scholar Mark Deuze, we live in media and derive our sense of identity from it, not outside of it.
2) People in a "media life" focus on crafting a good, responsible, and beautiful experience of existing fully within media environments.
3) Media convergence has led to a culture where audiences actively co-create media across multiple platforms through user-generated content and transmedia storytelling.
From Social Media To Human Media - critical reflection on social media & some...Niels Hendriks
This is a presentation by Liesbeth Huybrechts & Niels Hendriks given at the Glocal Conference in Macedonia in 2009. It makes a critical reflection on so-called social media and presents some design methods and projects dealing with social environments.
Participation, Remediation, Bricolage: Considering Principal Components of a ...tongtong1985
This document discusses the key components of digital culture: participation, remediation, and bricolage. Participation refers to how digital technologies enable individuals to communicate and share content online through activities like online journalism and open publishing. Remediation involves the remix of old and new media as new forms adopt and modify existing media. Bricolage is the highly personalized, continuous assembly and disassembly of digital objects and artifacts using available materials.
Clay Shirky argues that changes in media change the nature of public arguments over time, with significant social and political effects. He focuses on how decentralized technologies like peer-to-peer networking, wireless connectivity, and open-source development enable new cooperative structures for getting things done as alternatives to traditional centralized institutions. Shirky believes groups tend to limit themselves, and that digital networks have increased the volume of ideas and arguments in circulation worldwide.
The document discusses challenges in using the internet to construct a solidary community and ways to address them. Some key problems identified are: members becoming too reliant on the virtual environment and comfortable within it, replacing real experiences with virtual ones that lack physical sensations, and using the internet to escape real problems rather than solve them. To address these challenges, the document suggests facilitating offline meetings and events to encourage real-world interaction, and using the online community to support real-world action and problem-solving rather than as an escape.
The document announces a virtual conference to be held in Second Life on the sociological significance of virtual worlds. It includes an agenda with multiple sessions and presentations on topics like social networking sites, video games, virtual worlds, and using virtual spaces for education. Presenters will discuss issues like surveillance and social networks, women's experiences in online gaming, disabilities and gaming, conducting research in virtual environments, and exploring virtual spaces as participatory pedagogy.
The document discusses several topics related to personal identity and transhumanism. It provides links to websites about transhumanism and morphological freedom. It also includes a table listing core values and derivative values of transhumanists, such as having the opportunity to explore transhuman and posthuman realms, individual choice in using enhancement technologies, and improving understanding through research and debate. The document also briefly describes the Canadian Journal of Political and Social Theory, noting it was published from 1976-1991 and attracted critical thinkers who explored engaged, politically critical, and diverse forms of thinking related to topics like ideology, feminism, psychoanalysis, and media.
The document discusses several topics related to new media and networked performance, including:
1) The use of virtual demonstrations by Italian unions to protest IBM, showing how new technologies allow new forms of activism and job actions.
2) The networked_performance blog which chronicles network-enabled artistic practices and their social implications.
3) The live game/performance "Wayfarer" which uses location-based technologies and streaming video to immerse audiences.
4) Issues of identity, representation, and ethics in artistic practices that address geography, difference, and political/social issues.
The document discusses the opportunities for teaching and learning presented by new technologies and networked environments, including access to multimedia, tools for collaboration and connection, and the ability to share and create new forms of content. It also cautions that while new technologies open up possibilities, their implementation requires care to avoid unintended negative consequences and ensure educational value. The document advocates for open, connected, social learning experiences that empower student-driven exploration and creativity.
This document is a literature review on online social networks. It discusses how social networks can be described using network theory and graphs with nodes and links. It also covers topics like social network analysis, centrality measures, and how friendship and dating networks have been studied in high schools. The document questions whether online social networks provide truly new means of communication and what value they provide to users.
In this paper we suggest a design research method for eliciting
affordances and new meanings for Smart Objects in the Internet of Things Era.
After an introduction to the topic and the description of some open issues, we
propose to adopt a Critical Design approach, where the role of Ambiguity is
twofold: on the one hand, it is the objective of the observation for defining a set
of ambiguous objects or affordances; on the other hand, it is the result of a
design conceptualization of smart objects aiming at provoking cognitive
dissonance and finalized to understand people adaptation processes and
behaviors.
På sporet efter hinanden - Web 2.0 og social navigationLennart Björneborn
The document discusses the concept of social navigation in the context of Web 2.0 and how user behavior and interactions online leave digital traces that can guide others. It describes how features like tagging, comments, and indications of what content other users have engaged with act as "behavioral footprints" that allow for indirect social navigation. Additionally, technologies like social networks make direct social navigation possible by showing who is online or in virtual spaces in real-time. The document argues that social navigation facilitated by user-generated content and connections between users is a defining aspect of Web 2.0.
This document summarizes key concepts from Chapter 3 of the textbook "Culture and Society". It discusses how culture differs from society, with culture referring to shared values, norms, material goods, languages and symbols within a group. It also examines different types of societies throughout history, from hunting and gathering to industrialized, and how cultures have changed over time due to factors like colonialism, globalization and new technologies. Some unanswered questions are raised, such as the influence of nature versus nurture on behavior and whether the internet promotes a global culture or strengthens local cultures.
The document discusses several topics related to the internet and digital culture, including a brief history of the internet from its early scientific uses to the modern web; debates around whether skills required to use the internet are fundamentally new; concepts of remediation and convergence across media; DIY culture and participatory culture; issues of exploitation and power relations online; and the emerging field of gaming studies.
A participatory culture is one where there are low barriers to artistic expression and civic participation. Members feel their contributions are valued and they feel socially connected to others. Key aspects of participatory culture include affiliations through online communities, creative expressions by producing and sharing media, collaborative problem-solving in teams, and circulating flows of information through social media. While participatory cultures enable widespread sharing of creativity, they also present challenges around moderating inappropriate content.
The document summarizes key aspects of cyberculture through discussing the chronology of computer-mediated communication technologies and their implications. It explores how technologies have evolved to make the virtual, move the real into virtual spaces, and now integrate both. This blending of real and virtual is changing identity, sociality, information consumption, and democracy. While technologies provide opportunities, they also enable filtering that can lead to homogeneous information exposure despite an overwhelming amount of options. The relationship between technology and its use is complex with both benefits and drawbacks for culture.
We all know what the typical library computer space looks like — rows of computers, each one occupied by a single person using the technology on his or her own. The underlying notion driving this configuration is that people need access to information, and that this access is optimized when each person is left alone to use the computer and internet (with assistance from a librarian when a need arises). This is the “access to information” model, and libraries have long excelled at providing this form of access.
There is another model that is experiencing tremendous growth and excitement—innovation spaces—physical places that foster community, collaboration, and creation. The notion behind these spaces is that creativity and innovation are stimulated when people and ideas come into contact with one another, not when they are isolated. There are many types of innovation spaces—hackerspaces, makerspaces, coworking spaces—all of which are founded on the “access to each other” model.
In this talk, Chris presented the concept of innovation spaces, provided a tour of different types of spaces, and discussed the economic, social, and technical drivers of this movement. Thoughts on the important role of libraries in providing such spaces for their communities were also shared.
Presentation On Participation, Remediation, Bricolage Considering Principal...sgie6824
The document discusses key concepts in digital culture including participation, remediation, and bricolage. It outlines paradigm shifts from print to online media, including moving from a linear, hierarchical structure to multivocal networks. Digital culture involves the values and practices users create online and offline. The document also discusses Jean Baudrillard's three types of simulacra and how culture is now focused on recombining past media forms. Participation involves users becoming active in meaning making. Remediation describes the constant remixing of older and newer media forms. Bricolage legitimizes hybridity and mixture to create new meanings from borrowing and plagiarism.
Slides from a series of talks for the IET's IoT India Congress and some associated events - SRM Chennai, PES Bengaluru, Srishti Bengaluru. I used different subsets of the slides in each talk - this is the whole deck.
The University of Milan Seminar Series in real life. Hosted by Berkman Center for Internet and Society on Berkman Island in Second Life, and Virtual Italian Parks on University Parioli in Second Life.
Online presence is not only about the web. The interactivity and creativity of the new plaforms for virtual worlds can revolutionize the economy, education, and culture. The only community of Second Life is a significant example of the new possibilities of virtual worlds. Through a threedimensional interface and the possibility of manipulating and freely programming its objects, it relies on creativity as the main level for user participation.
This document provides a case study on Citilab, a living lab located in Cornella de Llobregat, Barcelona. Citilab is housed in a former textile factory from the late 19th century that fell into disuse. In the 2000s, local activists worked to connect the community to the internet and launch innovation projects through CornellaNet. Citilab was founded in 2007 with support from local government, universities, companies and citizens to promote technological and social innovation through open collaboration. It has over 4,500 members who participate in projects and digital literacy programs.
The document discusses the evolution of community networks and participation. Early community networks focused on access, but now people want to participate and innovate. Living labs aim to bring together citizens, companies, universities and governments to jointly drive open innovation projects to meet local needs. The Citilab in Cornella, Spain is presented as a case study, creating a collaborative environment since 2004 where local demands have spurred innovation projects and the evolution to a "lab society".
This document discusses fan cultures and performances of fan audiencehood in Italian networked publics. It examines the case study of ::Italian Subs Addicted::, an Italian fan community that translates and shares subtitles of American TV shows. The community acts as both an egocentric network and networked collectivism, bringing fans together through a shared passion while also allowing for individual participation and performances of identity. Members strive to become "amateur experts" through their interpretive work, acquiring cultural and social capital within the group.
The document discusses several topics related to democracy and the internet, including how electronic technologies can impact private spaces and democratic rights, how online communities like Second Life and social media can promote activism and discussion, and debates around public versus private spheres in digital spaces. It also examines issues of surveillance, control of online spaces, and the potential for the internet to reinvigorate public discourse.
Notes from the work of William Dutton, Charles Leadbeater, Don Tapscott, Clay Shirky, Lawrence Lessig and Yochai Benkler.
Presentation prepared for a discussion on main themes by 6 writers with my university supervisor (Birkbeck, University of London)
Web 2.0 allows users to move from passive consumption of media to active participation through social media platforms that connect people and facilitate the sharing of information. It provides tools for research like wikis that allow collaborative knowledge development. Web 2.0 gives rise to new forms of collective and connective intelligence as individuals create and share information that is then combined and extended by others in the network.
This is an assignment I had for a communications course, the topic I chose was virtual communities and the online world. It was a really interesting topic to research and present a report on.
2008 - ICWSM - Marc Smith - Some Dimensions Of Social MediaMarc Smith
The document discusses several dimensions of social media, including who produces and consumes it, how large social groups are, and how interactive social media objects are. It examines topics like ownership and control of social media content, the roles and connections of people in social media producing groups, and new forms of social interaction enabled by sensors and location-based technologies.
Participation, Remediation And Bricolage1Marta Conejo
Deuze analyzes digital culture as emerging values and practices influenced by computerization and an increasingly individualized global society. He identifies three principal components of digital culture: participation through open publishing and collaborative production; remediation as both distantiation from mainstream media and as a social act; and bricolage as reselecting and rearranging online elements to create culture through social systems. Deuze sees cultures existing alongside each other with overlapping values that have different meanings across media, and that there is no single digital culture as it is constantly evolving through human participation.
The document discusses several topics related to redesigning the world and various technologies. It provides summaries of presentations and discussions on transmedia storytelling, social media, mobile technologies, smart cities, and programming life. Key points addressed include using multiple platforms and forms to tell unified stories, how memory and the past can be redesigned, and the potential of programming living software and biomolecular computing.
This document discusses the concept of participatory media culture and how it has emerged with new technologies like social networks and user-generated content online. It explores how people are active participants in media through activities like sharing photos, videos, reviewing music, and interacting in online communities and games. Rather than being passive consumers, people are both consuming and producing media. This blurs the lines between audiences and media creators.
Lecture Slides for Internet and Society course at the University of Edinburgh on understanding the analysis of community and internet (amd mobile etc), using ideas from studies of CMC, social network studies, social capital etc https://www.wiki.ed.ac.uk/display/IandS/Internet+and+Society+Home
Session for MSc Media Psychology students @salforduni. What does it mean to live and breath the web and how is technology impacting upon the self? Most importantly is the emphasis on our need for networks and how other people contribute to who we are and what we can achieve.
The document discusses the convergence of technology, social media, and connections online. It explores how amateur content and professional content are converging, as well as how information spreads globally and locally online through feedback loops. Social networks are discussed in the context of identity performance and the formation of roles and rules within communities.
Optimizing interconnectivity inhabiting virtual cities of common practiceJonathan Buffa
This document discusses the design of online social environments and virtual communities. It argues that online spaces should be designed as social technologies that facilitate human interaction, rather than just as tools for sharing information. The author proposes using the city as a metaphor to think about designing virtual spaces, and discusses how identity formation works differently online compared to in-person due to the lack of physical cues. The document outlines the author's thesis, which develops approaches for creating online spaces that better support social interaction and the communication of identity through visualization tools and information architectures.
Today we find ourselves confronted by an overwhelming frequency of radical transformation and information overload. Extracting meaning from this paradigm and accordingly, addressing opportunities and challenges arising through ubiquitous connection and socialisation, has become the conversation of our time. The Third Place Manifesto addresses this change with a view to 'rediscovering' context within persistently disruptive and emergent social ecosystems.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Digital Development & Community (iforU conference)Sofia Gkiousou
See the video http://www.youtube.com/watch?v=xaHhRI3HbyE
My presentation on Digital Development & Community (taking the digital journey) for the iforU conference for female entrepreneurs in Athens, 26 April 2012
Cooking for trouble? A blogger’s collaboration with Unilever Greece and Ogilv...Sofia Gkiousou
Translated version of my presentation at the 3rd Social Media Conference by the Institute of Communications. Athens, Greece, February 2012
See the blog post - http://www.digitalscullery.eu/ukcook/?p=4659
Είμαστε μια ωραία ατμόσφαιρα; Πως μία blogger και μία πολυεθνική ήρθαν πιο κο...Sofia Gkiousou
Η παρουσίαση μου για το 3ο συνέδριο social media του Ινστιτούτου Επικοινωνίας, Φλεβάρης 2012, Αθήνα.
Το βίντεο της σχετική ενότητας είναι εδώ http://www.ustream.tv/recorded/20302328 και η δική μου παρουσίαση είναι http://ustre.am/_1nbyU:10qO
We Can Build You: Identity & Fashion in Second LifeSofia Gkiousou
Based on my dissertation for the MSc in Innovation Management & Technology Policy (2008, Birkbeck - University of London)
* Growth & notoriety of virtual worlds
* Commercial opportunities within virtual worlds (legal & illegal)
* Difficult access to RL creative industries/ easier in virtual worlds
* The identity problem: Who is the creator, Who is the consumer?
* Innovation in products, sales practices, marketing etc.
Aggression - Applied Social Psychology - Psychology SuperNotesPsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Understanding of Self - Applied Social Psychology - Psychology SuperNotesPsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
As we navigate through the ebbs and flows of life, it is natural to experience moments of low motivation and dwindling passion for our goals.
However, it is important to remember that this is a common hurdle that can be overcome with the right strategies in place.
In this guide, we will explore ways to rekindle the fire within you and stay motivated towards your aspirations.
Procrastination is a common challenge that many individuals face when it comes to completing tasks and achieving goals. It can hinder productivity and lead to feelings of stress and frustration.
However, with the right strategies and mindset, it is possible to overcome procrastination and increase productivity.
In this article, we will explore the causes of procrastination, how to recognize the signs of procrastination in oneself, and effective strategies for overcoming procrastination and boosting productivity.
You may be stressed about revealing your cancer diagnosis to your child or children.
Children love stories and these often provide parents with a means of broaching tricky subjects and so the ‘The Secret Warrior’ book was especially written for CANSA TLC, by creative writer and social worker, Sally Ann Carter.
Find out more:
https://cansa.org.za/resources-to-help-share-a-parent-or-loved-ones-cancer-diagnosis-with-a-child/
ProSocial Behaviour - Applied Social Psychology - Psychology SuperNotesPsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
aula open english sobre Classic-motorcycles-2_1.pdf
Creativity 2.0
1. Creativity 2.0 I dentity & C ommunity N arratives and C reativity in the age of Internet re-mediation Presenting to EBSP Spring 2010 class Sofia Gkiousou – www.digital-era.org for Birkbeck, University of London
2. Cyberspace & Metaverse Cyberspace. A consensual hallucination William Gibson - Neuromancer Hiro is approaching the Street. It is the Broadway, the Champs Elysees of the Metaverse. It does not really exist. But right now, millions of people are walking up and down it. Neal Stephenson- Snow Crash
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6. Online activities Source : Grunwald Associates LLC as quoted in NSBA, Creating & Connecting//Research and Guidelines on Online Social - and Educational - Networking “ Students are hardly passive couch potatoes online. Beyond basic communications, many students engage in highly creative activities on social networking sites — and a sizeable proportion of them are adventurous nonconformists who set the pace for their peers.” NSBA, 2007
7. Participation & networks More people than ever can participate in culture, contributing their ideas, views, information. The web allows them not just to publish but to share and connect, to collaborate and when the conditions are right, to create , together , at scale. Charles Leadbeater, We Think Commons-based peer production Collaborative efforts (e.g. Wikipedia) Networked information economy "system of production, distribution, and consumption of information goods characterized by decentralized individual action carried out through widely distributed, nonmarket means that do not depend on market strategies.” Yochai Benkler – The Wealth of Networks TRUST – REPUTATION - POWER
9. Dominant issues in the literature Identity construction Community cohesion and dynamics Collaboration Learning Creativity Privacy IP & copyright (Creative Commons and alternative approaches) Monetization
14. Identity & Community Constructing an identity The features of each service (primary – secondary) Does the community shape the identity? The performativity of the self (Goffman) Media Imagery (Debord) when users create, they discuss and share their creations learning from each other’s experience C. Ondrejka, Escaping the Gilded Cage
15. Creativity Highly customisable avatars – identity constructions Emotional involvement (wars, battles etc.) Social relationships Trade and promotion Machinima and mashups/ remixes Formation of groups via common creations (see Odrejka)
17. The process of socialisation Circulating and Sharing reflects social relationships Degrees of “publicness” Publicly Private behaviour (makers’ identities revealed) Privately Public behaviour (limiting access to makers’ identity) Patricia G. Lange Publicly Private and Privately Public
Photo: Marionettes (http://www.flickr.com/photos/harry_huffman/2874394325/) on flickr uploaded by Harry Huffman(http://www.flickr.com/photos/harry_huffman/) - model Dolly Voom (http://www.flickr.com/photos/dollyvoom/)
Anthony Giddens, Modernity and Self-Identity – Self and Society in the Late Modern Age (Cambridge: Polity, 1991), pp. 4-5.
new visual media achieve their cultural significance precisely by paying homage to, rivaling, and refashioning such earlier media as perspective painting, photography, film, and television. They call this process of refashioning "remediation," and they note that earlier media have also refashioned one another: photography remediated painting, film remediated stage production and photography, and television remediated film, vaudeville, and radio
Andrew Keen, The Cult of the amateur: How Today's Internet is Killing Our Culture http://en.wikipedia.org/wiki/The_Cult_of_the_Amateur 'Web 2.0' as a new context for artistic practices http://journal.fibreculture.org/issue14/issue14_prada.html
http://www.nsba.org/site/docs/41400/41340.pdf
Charles Leadbeater we think http://www.charlesleadbeater.net/orange-buttons/we-think.aspx See Benkler, Yochai (2006). The Wealth of Networks: How Social Production Transforms Markets and Freedom . New Haven, Conn: Yale University Press
Ondrejka, C. (2004b), Escaping the Gilded Cage: User Created content and Building the Metaverse, New York School Law Review, Vol. 81, http://www.nyls.edu/pdfs/v49n1p81-101.pdf (last accessed 25 August 2008)
Patricia G. Lange Publicly Private and Privately Public: Social Networking on YouTube http://jcmc.indiana.edu/vol13/issue1/lange.html?ref=SaglikAlani.Com
Identity & Community Identity constructed depending on the tool used and participation in the community affecting the nature of information shared and identity formation. Narratives Narratives paying homage to other/ previous media, remix of existing products, creation of new narratives. Also, development of narratives within the constraints of the tool (existing or implied) and transceding the tool (eg. mashups of WoW footage with songs, machinima etc) Learning & Creativity Exposure to tools and community develops knowledge, knowledge shared freely within the community (how – to’s, FAQs, blogs, forums, discussions), ability developing over time. Creativity recognised and rewarded (going viral)