This project aims to examine social networking technologies like Facebook and Twitter as human interactions rather than digital platforms. It explores what these interactions would look like in the real world without computers or the internet. To do this, the creator made a blog called "America Offline" that shares drawings, photos, internet clippings, and writing about conceptualizing social media as non-digital interactions between people. The blog will continue to add the creator's sketches and submissions from others exploring these ideas.
This project aims to examine social networking technologies like Facebook and Twitter as human interactions rather than digital platforms. It explores what these interactions would look like in the real world without computers or the internet. To do this, the creator made a blog called "America Offline" sharing drawings, photos, and writings depicting offline versions of online social networking. They plan to continue adding their own contributions and submissions from others exploring these ideas.
This document provides biographical information about Yulya Besplemennova, including her areas of work and interests which involve multidisciplinary design, storytelling, participatory processes, urban spaces, co-design, and more. It summarizes several of her past projects including #nevicata14, Eterea, Ceramic Futures, Relational Design, Interstellar Raccoons, Zarya, and Routes Software. It also briefly describes her personal interests in arts, crafts, coding, and physical computing projects.
Sitearm Madonna is an independent consultant who provides planning, project management, and operations management services for Second Life virtual worlds projects. She is interested in "living structures" that attract regular visitors through other people and interesting content. Successful projects require ongoing events and communications to prevent them from becoming "ghost sims" that are empty despite their builds. Her current project aims to integrate rounded and straight designs with a feeling of fullness to evoke feelings of nostalgia and reminiscence.
The document discusses the history and evolution of internet art and net art. It notes that internet art has existed as long as the internet itself, taking various forms like GIFs, found images, and experimental social networks that reflect daily online experiences. Net art is defined as art that uses the internet as its medium and cannot be experienced otherwise. Characteristics of internet art mentioned include being accessible online 24/7, interactive, participatory, and critiquing institutions. The document also discusses post-internet art as building upon net art predecessors but reassembling elements in hybrid online-offline forms with a critical awareness of the past.
Slides for my presentation at Serious Play Conference 2015
Abstract:
Every gem, artifact, and painting in a museum contains a story. How do we make games that do justice to our collections? How do we make games that go beyond teaching skills to teach an understanding of the world? Let’s rediscover the art of playful storytelling.
Digital Monism: Our Mode of Being At The Nexus of Life, Digital Media and ArtStéphane Vial
The document discusses the concept of "Digital Monism" which is presented as an alternative to "Digital Dualism". Digital Monism posits that the online and offline worlds are inseparable and form a single, continuous reality. It is argued that we have always lived in a digitally-mediated world and that terms like "augmented reality" are redundant under Digital Monism. Several scenarios of practice are presented as examples of how Digital Monism shapes our experiences, with museums highlighted as important sites for exploring these ideas. The talk concludes that recognizing our digital monist reality can help inform issues in culture, society and ethics.
This project aims to examine social networking technologies like Facebook and Twitter as human interactions rather than digital platforms. It explores what these interactions would look like in the real world without computers or the internet. To do this, the creator made a blog called "America Offline" that shares drawings, photos, internet clippings, and writing about conceptualizing social media as non-digital interactions between people. The blog will continue to add the creator's sketches and submissions from others exploring these ideas.
This project aims to examine social networking technologies like Facebook and Twitter as human interactions rather than digital platforms. It explores what these interactions would look like in the real world without computers or the internet. To do this, the creator made a blog called "America Offline" sharing drawings, photos, and writings depicting offline versions of online social networking. They plan to continue adding their own contributions and submissions from others exploring these ideas.
This document provides biographical information about Yulya Besplemennova, including her areas of work and interests which involve multidisciplinary design, storytelling, participatory processes, urban spaces, co-design, and more. It summarizes several of her past projects including #nevicata14, Eterea, Ceramic Futures, Relational Design, Interstellar Raccoons, Zarya, and Routes Software. It also briefly describes her personal interests in arts, crafts, coding, and physical computing projects.
Sitearm Madonna is an independent consultant who provides planning, project management, and operations management services for Second Life virtual worlds projects. She is interested in "living structures" that attract regular visitors through other people and interesting content. Successful projects require ongoing events and communications to prevent them from becoming "ghost sims" that are empty despite their builds. Her current project aims to integrate rounded and straight designs with a feeling of fullness to evoke feelings of nostalgia and reminiscence.
The document discusses the history and evolution of internet art and net art. It notes that internet art has existed as long as the internet itself, taking various forms like GIFs, found images, and experimental social networks that reflect daily online experiences. Net art is defined as art that uses the internet as its medium and cannot be experienced otherwise. Characteristics of internet art mentioned include being accessible online 24/7, interactive, participatory, and critiquing institutions. The document also discusses post-internet art as building upon net art predecessors but reassembling elements in hybrid online-offline forms with a critical awareness of the past.
Slides for my presentation at Serious Play Conference 2015
Abstract:
Every gem, artifact, and painting in a museum contains a story. How do we make games that do justice to our collections? How do we make games that go beyond teaching skills to teach an understanding of the world? Let’s rediscover the art of playful storytelling.
Digital Monism: Our Mode of Being At The Nexus of Life, Digital Media and ArtStéphane Vial
The document discusses the concept of "Digital Monism" which is presented as an alternative to "Digital Dualism". Digital Monism posits that the online and offline worlds are inseparable and form a single, continuous reality. It is argued that we have always lived in a digitally-mediated world and that terms like "augmented reality" are redundant under Digital Monism. Several scenarios of practice are presented as examples of how Digital Monism shapes our experiences, with museums highlighted as important sites for exploring these ideas. The talk concludes that recognizing our digital monist reality can help inform issues in culture, society and ethics.
Joint presentation by Elizabeth Newbury of the Wilson Center's Serious Games Initiative and James Collins of the U.S. Department of Education's Office of Educational Technology on eSports and its use within classrooms.
Serious Play Conference, 2017
Technology-based art uses computers and digital tools to create and manipulate images rather than traditional materials like paint and brushes. It includes digital photography, digital painting, computer-generated images, and videos created on computers or mobile devices. Modern smartphones and tablets have powerful editing apps that allow users to easily create and share artworks by adding effects, filters, animation and more. Common apps include Photoshop Express for editing, PicCollage for collages, ArtStudio for doodling, and Animoto for short videos set to music. While basic adjustments don't make an image fully computer-generated, extensive manipulation and creation with computers and software do constitute technology-based art.
Serious Games Association - Museum Games presentation by James Collins (Smith...James Collins
James Collins, Digital Media Project Manager at the Smithsonian Center for Learning and Digital Access, will discuss current trends in museum games Thursday, June 4 at 10 a.m. PST.
“Museum Games: Where Are We and Where Can We Go?” will include a critical look at where museum games have the potential to go in the future. Collins will cover audience, learning environments, player motivations and learning outcomes.
Collins manages the development of interactive media for SCLDA. He also manages the Group for the Advancement of Interactive Museum Engagement (GAIME), a cross-institution group of professionals dedicated to advancing the use of game-based learning methods in cultural institutions.
The Webinar is part of a series featuring speakers from the annual Serious Play Conference, this year Tuesday-Thursday, July 21-23, 2015 at Carnegie Mellon University.
Folk dancing involves traditional dances that developed among certain cultural groups to reflect their lives and traditions. The basic steps include formations with couples, bowing to show respect, holding arms laterally at shoulder level, bending the body around the axis, tapping or stamping with one foot, and leaping by springing between feet.
Local and indigenous philippine folk dancehenry berro
This document provides an overview of various traditional dances from different regions of the Philippines. It describes dances that originated from rituals and celebrations, as well as those representing important cultural and economic activities like farming or fetching water. Many dances showcase grace, strength, and cultural heritage. The document highlights well-known dances like Tinikling and also introduces lesser known indigenous dances that remain vibrant parts of local communities' identities and histories.
This document discusses Philippine folk dances. It defines folk dance as the traditional dance of a given country that evolved naturally from everyday activities like work and celebrations. Philippine folk dances are classified into 5 groups: Cordillera dances from mountain tribes, Spanish-influenced dances, Muslim dances, tribal dances of ethnic minorities, and rural dances depicting peasant life. Each dance type is influenced by the culture and reflects important aspects of life like harvests, rituals, and traditions. Costumes also vary between groups and help showcase cultural identities and traditions.
This document provides an overview of traditional folk dances from the different regions of the Philippines. It describes dances from Luzon like the Idaw, Banga, and Idudu; dances from the Visayas like Tinikling, Sublí, and Maglalatik; and dances from Mindanao like Singkil, Kini Kini, and Pangalay. The dances depict various aspects of Filipino culture like hunting rituals, fetching water, gender roles, courtship, and legends. Each dance has unique movements, costumes, props, and cultural significance within their respective local communities.
This document describes 5 positions for dance or exercise. The 1st position involves raising the arms in a circle in front of the chest with the heels close and toes apart. The 2nd position has the arms opening to the sides below shoulder level with the feet apart sideways. The 3rd position raises one arm overhead while the other remains in the 2nd position, with one heel touching the other foot's instep.
This document discusses Philippine folk dances. It explains that folk dances are the oldest form of dance that evolved naturally from everyday activities like occupations, customs and festivals. Folk dances are passed down through generations, though the movements may vary between areas. The document then outlines the major classifications of Philippine folk dances, including Cordillera dances from mountain tribes, Spanish-influenced dances, Muslim dances, tribal dances of ethnic minorities, and rural dances depicting village life. Examples of specific folk dances are provided for each category.
Lee Rainie, director of internet and technology research at Pew Research Center, discussed recent findings about the prevalence and impact of online harassment at the Cyber Health and Safety Virtual Summit: 41% of American adults have been harassed online and 66% have witnessed harassment. The findings come from the Center’s recent report on these issues.
The document summarizes 10 key facts about the future of work: 1) Jobs are becoming more knowledge-based, requiring skills like analytical thinking. 2) Employment has grown most in healthcare, education, and professional services. 3) Automation is replacing many traditional jobs, with estimates that 47-50% of current jobs could be automated. 4) People see other jobs as more at risk of automation than their own. 5) More people express worry than optimism about automation's impact. 6) Workers see technology as more positively impacting their careers. 7) Higher-educated workers report greater benefits from technology. 8) Skills in technology, communication, and lifelong learning are seen as most important for the future. 9)
This document discusses how social media has turned people's online activities and interactions into a form of art. It explores the concept of a "total work of art" or Gesamtkunstwerk where all of society is sculpted through human interactions and media. Some view social media as a threat to traditional art, but it has opened new opportunities for artists by providing an open platform and the ability to reach vast audiences. The document examines several social media art projects and argues that if online data and social networks stimulate emotions or intellect, then social media can be considered a new canvas for art.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
- Artists have long sought innovative ways to convey emotion and stories through their work. Art can have different meanings for different people depending on their perspective.
- Technology has greatly impacted art and culture over the 20th century, with the development of computers, software like Photoshop, and digital photography and enhancements.
- Media art combines art, science, and technology, creating new interactive and immersive experiences for viewers through digital and virtual means. It is transforming how images are represented and experienced.
1) The document discusses how new media and Web 2.0 technologies can enable museums to have a dialogue with audiences and allow audiences to participate in creating and sharing culture.
2) It argues that museums should move from a traditional broadcast model to an online conversation model where they act as curators and guides rather than gatekeepers, and play a hub role in community discovery and collaboration.
3) The document advocates that museums use social networks like Twitter and Facebook to become virtual social meeting spaces and enable dialogue between audiences, museum staff, and artists.
The document discusses street art and graffiti, and how it has moved from physical urban spaces into digital online spaces. It explores concepts of identity, narratives, and literacy practices regarding street art. Street art challenges notions of private and public space, and produces new meanings as it moves between physical and online contexts. It can be understood as a form of "distributed personhood" and "distributed narratives" that cross boundaries.
1) The document discusses how museums can use new media like social networks, APIs, and web 2.0 technologies to have a dialogue with audiences and become less of a traditional gatekeeper of culture.
2) It advocates that museums should play the role of curator by selecting content and guide by explaining and combining content, while also acting as a hub to facilitate community discovery and collaboration.
3) The key point is that new media should be used as an instrument to further the museum's mission, not as an end goal in itself, and museums must ensure technologies actually enable participation rather than just communication.
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".
The raise and fall of the literate-mass-media era - presentation 1 (main - 15...OrestesCarvalho
Content is the king, right?
Maybe not.
After 500 years, since Gutenberg's printing press, it seems content was deposed by the digital medium, despite most people didn't notice it yet. Because this revolution bring new concepts we can't even articulate well as they don't fit in our old paradigms.
Joint presentation by Elizabeth Newbury of the Wilson Center's Serious Games Initiative and James Collins of the U.S. Department of Education's Office of Educational Technology on eSports and its use within classrooms.
Serious Play Conference, 2017
Technology-based art uses computers and digital tools to create and manipulate images rather than traditional materials like paint and brushes. It includes digital photography, digital painting, computer-generated images, and videos created on computers or mobile devices. Modern smartphones and tablets have powerful editing apps that allow users to easily create and share artworks by adding effects, filters, animation and more. Common apps include Photoshop Express for editing, PicCollage for collages, ArtStudio for doodling, and Animoto for short videos set to music. While basic adjustments don't make an image fully computer-generated, extensive manipulation and creation with computers and software do constitute technology-based art.
Serious Games Association - Museum Games presentation by James Collins (Smith...James Collins
James Collins, Digital Media Project Manager at the Smithsonian Center for Learning and Digital Access, will discuss current trends in museum games Thursday, June 4 at 10 a.m. PST.
“Museum Games: Where Are We and Where Can We Go?” will include a critical look at where museum games have the potential to go in the future. Collins will cover audience, learning environments, player motivations and learning outcomes.
Collins manages the development of interactive media for SCLDA. He also manages the Group for the Advancement of Interactive Museum Engagement (GAIME), a cross-institution group of professionals dedicated to advancing the use of game-based learning methods in cultural institutions.
The Webinar is part of a series featuring speakers from the annual Serious Play Conference, this year Tuesday-Thursday, July 21-23, 2015 at Carnegie Mellon University.
Folk dancing involves traditional dances that developed among certain cultural groups to reflect their lives and traditions. The basic steps include formations with couples, bowing to show respect, holding arms laterally at shoulder level, bending the body around the axis, tapping or stamping with one foot, and leaping by springing between feet.
Local and indigenous philippine folk dancehenry berro
This document provides an overview of various traditional dances from different regions of the Philippines. It describes dances that originated from rituals and celebrations, as well as those representing important cultural and economic activities like farming or fetching water. Many dances showcase grace, strength, and cultural heritage. The document highlights well-known dances like Tinikling and also introduces lesser known indigenous dances that remain vibrant parts of local communities' identities and histories.
This document discusses Philippine folk dances. It defines folk dance as the traditional dance of a given country that evolved naturally from everyday activities like work and celebrations. Philippine folk dances are classified into 5 groups: Cordillera dances from mountain tribes, Spanish-influenced dances, Muslim dances, tribal dances of ethnic minorities, and rural dances depicting peasant life. Each dance type is influenced by the culture and reflects important aspects of life like harvests, rituals, and traditions. Costumes also vary between groups and help showcase cultural identities and traditions.
This document provides an overview of traditional folk dances from the different regions of the Philippines. It describes dances from Luzon like the Idaw, Banga, and Idudu; dances from the Visayas like Tinikling, Sublí, and Maglalatik; and dances from Mindanao like Singkil, Kini Kini, and Pangalay. The dances depict various aspects of Filipino culture like hunting rituals, fetching water, gender roles, courtship, and legends. Each dance has unique movements, costumes, props, and cultural significance within their respective local communities.
This document describes 5 positions for dance or exercise. The 1st position involves raising the arms in a circle in front of the chest with the heels close and toes apart. The 2nd position has the arms opening to the sides below shoulder level with the feet apart sideways. The 3rd position raises one arm overhead while the other remains in the 2nd position, with one heel touching the other foot's instep.
This document discusses Philippine folk dances. It explains that folk dances are the oldest form of dance that evolved naturally from everyday activities like occupations, customs and festivals. Folk dances are passed down through generations, though the movements may vary between areas. The document then outlines the major classifications of Philippine folk dances, including Cordillera dances from mountain tribes, Spanish-influenced dances, Muslim dances, tribal dances of ethnic minorities, and rural dances depicting village life. Examples of specific folk dances are provided for each category.
Lee Rainie, director of internet and technology research at Pew Research Center, discussed recent findings about the prevalence and impact of online harassment at the Cyber Health and Safety Virtual Summit: 41% of American adults have been harassed online and 66% have witnessed harassment. The findings come from the Center’s recent report on these issues.
The document summarizes 10 key facts about the future of work: 1) Jobs are becoming more knowledge-based, requiring skills like analytical thinking. 2) Employment has grown most in healthcare, education, and professional services. 3) Automation is replacing many traditional jobs, with estimates that 47-50% of current jobs could be automated. 4) People see other jobs as more at risk of automation than their own. 5) More people express worry than optimism about automation's impact. 6) Workers see technology as more positively impacting their careers. 7) Higher-educated workers report greater benefits from technology. 8) Skills in technology, communication, and lifelong learning are seen as most important for the future. 9)
This document discusses how social media has turned people's online activities and interactions into a form of art. It explores the concept of a "total work of art" or Gesamtkunstwerk where all of society is sculpted through human interactions and media. Some view social media as a threat to traditional art, but it has opened new opportunities for artists by providing an open platform and the ability to reach vast audiences. The document examines several social media art projects and argues that if online data and social networks stimulate emotions or intellect, then social media can be considered a new canvas for art.
Ubiquitous Commons workshop at transmediale 2015, Capture AllSalvatore Iaconesi
Here are the slides from the workshop, with a framing of the concept of Ubiquitous Commons, a series of examples and links, and an update about how the development of the toolkits (legal, technological, philosophical, aesthetic) are going, together with some source code and prototypes.
More info can also be gathered here:
human-ecosystems.com/home/ubiquitous-commons-the-slides-from-the-workshop-at-transmediale-festival-in-berlin
- Artists have long sought innovative ways to convey emotion and stories through their work. Art can have different meanings for different people depending on their perspective.
- Technology has greatly impacted art and culture over the 20th century, with the development of computers, software like Photoshop, and digital photography and enhancements.
- Media art combines art, science, and technology, creating new interactive and immersive experiences for viewers through digital and virtual means. It is transforming how images are represented and experienced.
1) The document discusses how new media and Web 2.0 technologies can enable museums to have a dialogue with audiences and allow audiences to participate in creating and sharing culture.
2) It argues that museums should move from a traditional broadcast model to an online conversation model where they act as curators and guides rather than gatekeepers, and play a hub role in community discovery and collaboration.
3) The document advocates that museums use social networks like Twitter and Facebook to become virtual social meeting spaces and enable dialogue between audiences, museum staff, and artists.
The document discusses street art and graffiti, and how it has moved from physical urban spaces into digital online spaces. It explores concepts of identity, narratives, and literacy practices regarding street art. Street art challenges notions of private and public space, and produces new meanings as it moves between physical and online contexts. It can be understood as a form of "distributed personhood" and "distributed narratives" that cross boundaries.
1) The document discusses how museums can use new media like social networks, APIs, and web 2.0 technologies to have a dialogue with audiences and become less of a traditional gatekeeper of culture.
2) It advocates that museums should play the role of curator by selecting content and guide by explaining and combining content, while also acting as a hub to facilitate community discovery and collaboration.
3) The key point is that new media should be used as an instrument to further the museum's mission, not as an end goal in itself, and museums must ensure technologies actually enable participation rather than just communication.
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".
The raise and fall of the literate-mass-media era - presentation 1 (main - 15...OrestesCarvalho
Content is the king, right?
Maybe not.
After 500 years, since Gutenberg's printing press, it seems content was deposed by the digital medium, despite most people didn't notice it yet. Because this revolution bring new concepts we can't even articulate well as they don't fit in our old paradigms.
This article provides a historical perspective on curating and art practices related to digital technologies. It acknowledges that early exhibitions and discussions of digital art were often male-dominated and excluded feminist approaches. The author aims to weave in more neglected perspectives to present a more complete narrative. Some early milestones discussed include the development of numerical computers in the 1950s for code-breaking, the founding of user groups like SHARE for IBM mainframes in 1955, and Marshall McLuhan's influential book Understanding Media. While highlighting influential exhibitions, the author urges awareness of "hidden parts" that are harder to uncover regarding feminist and marginalized voices in the history of digital art.
The Future of Social Networks on the Internet: The Need for SemanticsJohn Breslin
The document discusses the future of social networks on the internet and the need for semantics. It notes that current social media sites operate as isolated data silos and proposes connecting these islands by allowing users to easily move between sites and bring their data. The document outlines issues with existing social networking services and proposes leveraging semantics through standards like FOAF and SIOC to enable interoperability across sites.
The Digital Emergence of the Public/Private AuthorityCasey McArdle
My presentation at the 2009 Computers and Writing Conference at UC Davis. This presentation redefines Web 2.0 as Web 3.14 and utilizes this model to create a bridge that aids in the further examination of the emerging private authority.
This document summarizes Winnie Soon's artistic research projects involving collaboration and collective work. It discusses her readme.spampoem project which uses email to explore spam poetry. It also describes her animated gif work collecting internet images of Mao Zedong with permission from each author. The document then explores the differences between collaborative and collective work and provides examples of Soon's collaborative writing and participation in the Transmediale Festival and a datafied research workshop focusing on reflexive practice.
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.
ARIN6912 Presentation Week 5: Digital Environmentskittysquish
1. The document discusses the differences between traditional literature and hypertext/digital literature. Hypertext allows for searchability, links between documents, and greater accessibility of published works.
2. It explores how the internet has influenced and will continue to influence culture through a changing sense of geography and encouraging globalization.
3. Several views are presented on the internet's impact on literature and culture, including arguments that it can bring order to culture, transform readers into active users, and change the experience of reading. However, others argue print books are still superior due to their portability and tangibility.
Ars Electronica 2001 - Entrevista com Rafael Lozano-HemmerFernanda Gomes
This summary provides an overview of an interview with artist Rafael Lozano-Hemmer about his work and use of technology in art. Lozano-Hemmer discusses how technology has become an inevitable part of contemporary identity and globalization. He sees artists using technology to understand and critique paradoxes in media culture. While some adopt technology just to leverage their work, he aims to create new experiences and "corrupt the inevitability of corporate technologies" through simulations, misuse of technology, and resistance. He also discusses how his interactive installations depend on public participation, and strategies for increasing participation through intimacy, familiar interfaces, and allowing diverse entry points.
The document discusses the concept of Web 2.0 and how it has changed media and communication cultures. It explores ideas around participation and user-generated content, and how the internet allows information to flow more freely across borders. Key thinkers discussed include Marshall McLuhan and his idea that "the medium is the message," meaning the technology used shapes the message and experience.
Business Social Networking - part 1: cultural and historical perspective #BSN...Roberto Lofaro
This book is based on two drafts/concepts (on social networking and marketing, and social networking and security) that I had registered with WGA in 2008, before giving a non-exclusive license to part of the material to contribute to a marketing book, and preparing to contribute to a book on networking (technology and methods; eventually my participation was scuttled), extensively revised and updated in 2013.
The second volume, initially forecast for 2015, was not published due to a potential conflict of interest (a contract started in 2015 that ended in 2018)
Therefore, it will be revised and published in late 2018, with a focus on social networking and marketing, six months after the enforcement of GDPR (i.e. forecast for early December 2018).
This short book (or extended essay) is just part of a series of collected thoughts and analysis.
Focus: the impact of social and technological change on traditional management practices.
Aim: to raise informed questions, not to provide answers
Join the discussion on http://www.linkedin.com/in/robertolofaro
Other business books (links to both the free and paid versions, and additional online material if available): http://www.robertolofaro.com/books
You can find more articles, essays, commentary on current affairs, technology, and their impact on social and business environments on http://www.robertolofaro.com/portal
More details: https://www.youtube.com/watch?v=QjqAr1fzhU0
Text version of keynote for 2009 Visual Resources Association, "Imaging a Smithsonian Commons." See also PowerPoint version. NOTE: this content is in the public domain (I'm a federal employee) but SlideShare doesn't let me tag it that way.
Similar to New media, art & technology by Cicero Silva (20)
O documento descreve a história inicial do cinema, desde as primeiras fotografias de movimento de Muybridge na década de 1870 até os primórdios do cinema mudo com os Irmãos Lumière e Georges Méliès na década de 1890. Também menciona pioneiros do cinema no Brasil, como Afonso Segreto, e diretores influentes que ajudaram a estabelecer linguagens e técnicas cinematográficas como Griffith, Wiene, Lang, Vertov e Buñuel.
Seminário sobre Arte e Tecnologia no Fórum da Cultura Digital BrasileiraCicero Inacio da Silva
Seminário sobre Arte e Tecnologia no Fórum da Cultura Digital Brasileira.
Data: 03/09/2009
Local: Unicamp – Pavilhão do Básico – Sala PB 01
Rua Sérgio Buarque de Holanda, 251 – Cidade Universitária Zeferino Vaz
Campinas – SP
Horário: 14h às 18h
Programa:
14h00
Abertura com José Murilo Jr. (Gerente de Cultura Digital do Ministério da Cultura)
14h30
Mesa-redonda aberta sobre Arte & Tecnologia Digital no Fórum da Cultura Digital Brasileira e na Universidade com:
Cicero Inacio da Silva (Curador de Arte e Tecnologia no Fórum/Mackenzie),
Edson Pfutzenreuter (Coordenador do curso de Artes Visuais da UNICAMP),
Rodrigo Savazoni (Coordenador do Fórum de Cultura Digital Brasileira/Rede Nacional de Ensino e Pesquisa).
17h00
Lançamento do livro Culturadigital.br (Org. de Rodrigo Savazoni e Sérgio Cohn, Azougue Editorial, 2009), com palestra do organizador Rodrigo Savazoni.
O Software Studies Brasil estuda o software como estrutura ideológica e linguagem comunicacional. Seu objetivo é analisar os programas e culturas por trás dos efeitos digitais ao invés de apenas observá-los. O grupo realiza projetos que exploram temas como arte coreana na diáspora e padrões em filmes e jogos eletrônicos.
The Mackenzie Photonics Group was created in 2003 to meet student demand for optical communications education. It proposes building a 10 GHz femtosecond fiber laser to test as a single source in a spectrally sliced WDM network. It also aims to implement remote photonic experiments through a virtual learning environment to support optical communications courses, initially developing interfaces for remote optical fiber property measurements. The group is supported by Kyatera FAPESP project and coordinated by Professor Eunézio A. de Souza.
O documento descreve o projeto HiperGps, que permite aos usuários criar histórias com texto, imagens e sons e vinculá-las a coordenadas geográficas usando aparelhos celulares. O HiperGps combina o conceito de hipertexto com as capacidades do GPS. Ele possui um ambiente interno, onde os usuários produzem conteúdo, e um ambiente externo, onde experimentam as obras criadas. O projeto permite mídias locativas sem necessidade de servidores ou upload, com cada usuário distribu
O documento discute a mobilidade e mídias móveis, destacando como dispositivos portáteis como celulares e handhelds permitem o acesso a conteúdos em qualquer lugar e hora. Também aborda como o design para essas plataformas ainda está em desenvolvimento para melhor atender aos usuários, e exemplifica projetos como o GPSface e GPSarte que usam a localização via GPS para compartilhamento em tempo real.
O documento descreve o FILE - Festival Internacional de Linguagem Eletrônica, um festival de arte digital e eletrônica que ocorre anualmente em São Paulo, Rio de Janeiro e Porto Alegre. O FILE promove exibições e debates sobre novas linguagens digitais e como elas afetam a percepção e produção artística. O documento também apresenta o FILE Labo, um laboratório criado para apoiar a produção local de obras de arte digital no Brasil.
Theodor Nelson's ZigZag project aimed to create a system for online and offline publishing, reading, editing, printing of documents and creating relationships between them based on Vannevar Bush's never-achieved Memex ideas. The browZZer browser intended to implement this concept using Java and C++, allowing users freedom to organize and publish content without hierarchies or predefined structures.
This document provides instructions for installing Netbeans IDE and creating a simple "Hello World" Java MIDlet application for mobile devices using Netbeans. It discusses downloading Java JDK and J2ME, installing Netbeans 6.1, creating a new MIDP application project in Netbeans, configuring the project properties and deployment options, adding images and screen commands, and tips for compatibility across different mobile devices.
Nathan Myhrvold registra em média 500 patentes por ano. Sua empresa registra muitas patentes anualmente. Myhrvold é um empresário que patenteia invenções com frequência.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria