OWEE identifies several approaches similar to open walked event-based experimentations, including maker walks, walkshops, data walkshops, walking interviews, walking ethnography, and place making methodologies. The document discusses using walking methods to experience borders, risk, belonging, and place making as participatory urban design approaches. It notes that the future is not about prediction, but making possible through creative commons work.
This document outlines three conceptual blocs for Open Walked Event-based Experimentations (OWEE): 1) Corporeal engagement in walk, gestures and movements, 2) Visuality of public space-time, and 3) Assemblage of narratives and temporalities. It references philosophers and theorists like Merleau-Ponty, Lefebvre, and Ingold whose work is relevant to phenomenology, walks, movement, space, and time. The document was last updated by three contributors on January 29, 2018.
This document outlines an urban art and culture project in Chisinau, Moldova that aims to transform public spaces through walking tours, maps, and artistic interventions. The project seeks to make gentrification issues more visible, build community around public spaces, and include local inhabitants by collaborating with artists, researchers, and developing temporary culture infrastructure and support for local initiatives.
A partial state of the art of a research project that is currently underway and that I started to address during my PhD years, when I decided to explore the possible intersections between the new communication technologies that emerged in previous years, social networks in essence, and architectural culture.
The plan is to build a sculpture and structures for goths and teenagers focused on the future, death, and darkness. A tall dripping painted sculpture, black tunnel, dull car park, and billboard will be constructed out of card, wire, paper, and other materials like paint, pens, knives, pencils, tape, glue and scissors.
The topic of this presentation is a particular case among the different kinds of relationships that digital technology etablishes with architectural culture today. More precisely, I will discuss the concept of “post-digital” architecture, which is a concept that has been quite widely debated in the last few years, particularly in relation to architectural practices that recur to techniques of representation privileging 2d image-editing tools such as Photoshop and Illustrator, instead of using advanced 3D modelling and rendering tools. In a nutshell, what I want to discuss is the kind of architectural image, and therefore the kind of architecture, that emerges from a post-digital approach to representation.
OWEE identifies several approaches similar to open walked event-based experimentations, including maker walks, walkshops, data walkshops, walking interviews, walking ethnography, and place making methodologies. The document discusses using walking methods to experience borders, risk, belonging, and place making as participatory urban design approaches. It notes that the future is not about prediction, but making possible through creative commons work.
This document outlines three conceptual blocs for Open Walked Event-based Experimentations (OWEE): 1) Corporeal engagement in walk, gestures and movements, 2) Visuality of public space-time, and 3) Assemblage of narratives and temporalities. It references philosophers and theorists like Merleau-Ponty, Lefebvre, and Ingold whose work is relevant to phenomenology, walks, movement, space, and time. The document was last updated by three contributors on January 29, 2018.
This document outlines an urban art and culture project in Chisinau, Moldova that aims to transform public spaces through walking tours, maps, and artistic interventions. The project seeks to make gentrification issues more visible, build community around public spaces, and include local inhabitants by collaborating with artists, researchers, and developing temporary culture infrastructure and support for local initiatives.
A partial state of the art of a research project that is currently underway and that I started to address during my PhD years, when I decided to explore the possible intersections between the new communication technologies that emerged in previous years, social networks in essence, and architectural culture.
The plan is to build a sculpture and structures for goths and teenagers focused on the future, death, and darkness. A tall dripping painted sculpture, black tunnel, dull car park, and billboard will be constructed out of card, wire, paper, and other materials like paint, pens, knives, pencils, tape, glue and scissors.
The topic of this presentation is a particular case among the different kinds of relationships that digital technology etablishes with architectural culture today. More precisely, I will discuss the concept of “post-digital” architecture, which is a concept that has been quite widely debated in the last few years, particularly in relation to architectural practices that recur to techniques of representation privileging 2d image-editing tools such as Photoshop and Illustrator, instead of using advanced 3D modelling and rendering tools. In a nutshell, what I want to discuss is the kind of architectural image, and therefore the kind of architecture, that emerges from a post-digital approach to representation.
This document summarizes a presentation on using visual-material rhetorics and interactive digital narratives to create interactive story map journals for science communication. It discusses using multimodal approaches that combine maps, text, images and video to tell stories. The presentation introduces concepts like visual-material rhetoric and interactive digital narrative theory and how they can inform using new media like responsive web design and mobile access for interactive storytelling. It provides examples of how story map journals can illuminate spatial aspects and encourage audience interaction and dialogue. The benefits highlighted are demonstrating how digital artifacts can influence policy and encourage knowledge construction. The presenter asks how these approaches can inform future work in science communication and digital storytelling.
This document discusses producing spatial knowledge through advanced spatial analysis. It defines spatial knowledge as a methodology based on geographic contributions and digital techniques to represent the physical, perceived, and symbolic dimensions of space. Producing spatial knowledge involves mapping and interpreting spatial information to show realities, transformations over time, and possible scenarios. Advanced spatial analysis uses data from sources like Sensible City Lab to understand how spaces function and support decision-making, though it faces challenges in selecting phenomena to study, integrating different data sources and scales, and accounting for the variable of time. The overall goal is to develop useful and scalable representations of how socio-economic and technological changes influence contemporary cities and territories.
This document is a 1,502 word coursework submission for a module on Art, Performance and the City. It summarizes psychogeography as an approach to exploring cities that was defined by Guy Debord and the Situationist International in 1955 using techniques like deriving and détournement. It then analyzes several current art projects that use audio walks and playful interventions to psychogeographically map cities and uncover hidden histories, showing how psychogeography continues to influence art, cultural geography, and urban studies.
Starting with a brief introduction of the digital culture impact in the design field, the lecture touches personal obsessions made explicit in some projects of the studio.
University of Udine, May 2012.
This document provides biographical and portfolio information for Sara Abad Catalán, an architect and artist based in the UK and Spain. It summarizes her educational background, areas of research focus, and past professional experience leading architectural projects. Examples of her artistic works incorporating concepts of emotion, landscape, and phenomenology are also described, including site-specific installations, photographs, and a video installation.
presentation for Digital Cities 5 Workshop at the Communities and Technologies 2007 Conference / Michigan State University. Athor: Viktor Bedö / www.bedoviktor.net
The document discusses the implications of including or omitting avatars and human figures in virtual projects. It explores the challenges for both the project team and users that incorporating human representations brings, and their impact on how the overall project is perceived.
Grasping, Groping, and Grokking Heiner --nutshell-slides-gcc-sunday-24-00Heiner Benking
GROUP INTERN - slides as promised:Heiner “Grasping, Groping, and Grokking Heiner” - a collective inquiry and teaser https://docs.google.com/document/d/1kMXzJ1mm7W2wO8iWdN43vWL6P0sa0nlIPdnZ6-PGL4s/edit?usp=sharing more about the FB group GCC and the "announcement" here: https://www.facebook.com/groups/GlobalChallengesCollaboration/GlobalChallengesCollaboration/ and here the session:
Harry van der Velde
17 hrs
So tonight we hope to learn more of Heiner Benking and how his inner universe has developed over the years.
Tonight 9:45 PM CET we will check audio/video in Doug’s ZOOM chamber. He is doing the intro and moderation, Harry scribbles with/for us, Heiner is on alert/ready to jump-in..
The LAST BELL – DOORS CLOSED are at 10 PM, CET sharp !!
You are invited as a small GCC lurker gang ahoc - with the TRIO - some lurking and investigations – call it deep-dive, or hotseat. The Perf... See More: Harry van der Velde
17 hrs
So tonight we hope to learn more of Heiner Benking and how his inner universe has developed over the years.
Tonight 9:45 PM CET we will check audio/video in Doug’s ZOOM chamber. He is doing the intro and moderation, Harry scribbles with/for us, Heiner is on alert/ready to jump-in..
The LAST BELL – DOORS CLOSED are at 10 PM, CET sharp !!
You are invited as a small GCC lurker gang ahoc - with the TRIO - some lurking and investigations – call it deep-dive, or hotseat. The Perf... See More
Estado arte de las Humanidades Digitales. Algunos proyectos de investigaciónGimena Del Rio Riande
Digital humanities projects and research from around the world are summarized. Key points:
- The document discusses the state of digital humanities, including conferences, participants, topics of interest.
- A history of digital humanities and related fields like humanist computing is provided, tracing work from the 1940s through present day.
- Examples of digital humanities centers, projects, resources and debates are outlined to illustrate the breadth and interdisciplinary nature of the field.
Mediating Media Art. Digital Visual Archives as Mediation-Toolsfwiencek
This document discusses strategies for mediating media art through digital visual archives. It begins by defining mediation and describing how meaning is generated in interactive media art and digital archives. It then examines four dimensions of meaning generation in digital visual archives: categorization, interactive processes, visualization and contextualization, and retrieval. Several examples of current mediation strategies are provided, including discourse-based, community-based, and institutional archives. The document concludes that digital archives have the potential to better preserve and mediate media art by connecting users and facilitating discussion. Further research into typologies of mediation strategies and multimodal analysis is suggested.
Andrea Ballatore: Beyond GIS? The future of Cultural Geo-AnalyticsAndrea Ballatore
Abstract: Cultural geo-analytics (CGA) is an emergent area that studies the geographical dimension of the production and consumption of cultural objects, relying on digital data and spatial methods. In this talk, I will explore how, as GIS experts, we can fruitfully collaborate with researchers in cultural studies, media studies, and digital humanities to shape new interdisciplinary agendas. Given the conceptual and empirical centrality of place in CGA, I will then discuss the challenges in its representation in GIS by offering an overview of several case studies.
28 Apr 2022
Bio: Andrea Ballatore (he/him) is a Lecturer in Social and Cultural Informatics at King’s College London. From 2016 to 2021, he was employed as a Lecturer in Geographic Data Science at Birkbeck, University of London. Previously, he worked as a postdoctoral researcher at the Center for Spatial Studies at the University of California, Santa Barbara. In 2013, he completed a PhD in Computer Science at University College Dublin on geographic information retrieval and natural language processing. His current work combines cultural analytics and digital geographies, and is centred on collaborative projects with academic and corporate partners, including the Ordnance Survey and Facebook.
n estos momentos, compartir recursos es igual de importante que compartir conocimiento. Juntos visitaremos espacios públicos auto-organizados centros feministas, estudios de arquitectura o grupos de investigación que tratan de la educación decolonial. Conectando lo personal y lo social, necesitamos otro análisis de las relaciones entre la esfera pública y el ámbito doméstico y personal. Emerge entonces un nuevo espacio de lo colectivo basado en la apertura, la distribución en red de las prácticas domésticas en la ciudad generando nuevos ámbitos o campos de lo público
Nowadays sharing resources matters just as much as sharing knowledge. Together we will visit self-initiated public spaces, feminist centres, architectural studios, exhibitions, and groups dealing with decolonizing education. Connecting the personal and the social, a different analysis of the relations between the public sphere and the domestic space is needed. There is an emergent new collective realm based on networks opening and distributing domestic practices within the city.
Locative Histories: exploring the continued influence of early Locative Media...Conor McGarrigle
Presentation for the Techno Ecologies panel at Media Art Histories 2013 conference Riga. Full paper to follow. More information here http://renew.rixc.lv/sessions/techno-ecologies.php?s=conor-mcgarrigle and conormcgarrigle.com
Presentation delivered in the Workshop on Art and Architecture. Second Annual SHARE Conference London, 11-12 May 2012. Hosted by CCW Graduate School, University of the Arts London. More information at:http://arc.housing.salle.url.edu/share_workshop_transdisciplinarity/
Mapping is characterized as a collaborative creative practice shaped by free software culture. The process of creating mappings involves parallel work between creative/audiovisual teams and computer engineers producing code. This iterative process involves moments of collaboration and problem solving. The members of Telenoika organize flexible work teams around projects while sustaining themselves through paid work for institutions alongside personal projects. For them, creative practices and digital media are constitutive of mapping as a collaborative practice requiring sharing through open software.
(DIGITAL) HUMANITIES REVISITED –
Challenges and Opportunities in the Digital Age; CONFERENCE SUMMARY on the Herrenhäuser Konferenz organized by the VolkswagenStiftung
Cultural probes are designed objects sent to users to uncover insights about their lives and contexts in an open-ended way. They challenge assumptions and encourage exploration beyond typical research methods. Effective probes are engaging and allow users to share inspirational stories and perspectives in their own tone.
Wystąpienie z 24 IX 2010 w czasie Sommerakademie: Neue Medien in den Geschichts- und Osteuropawissenschaften organizowanej przez Hereder-Institut w Marburgu [20-26 IX 2010]
This document discusses how society is accepting digital identity. It begins with a timeline of digital identity from 1993 to present. It then discusses topics and trends in digital culture, including datafication and concerns about data use. Next, it outlines social and media perceptions of digital identity, including issues around data use, privacy, and fake news. It notes both pessimistic and optimistic views. Finally, it speculates about possible futures, including reducing complexity around digital identity and increasing transparency, as well as the need for data literacy education to empower users.
This document summarizes a presentation on using visual-material rhetorics and interactive digital narratives to create interactive story map journals for science communication. It discusses using multimodal approaches that combine maps, text, images and video to tell stories. The presentation introduces concepts like visual-material rhetoric and interactive digital narrative theory and how they can inform using new media like responsive web design and mobile access for interactive storytelling. It provides examples of how story map journals can illuminate spatial aspects and encourage audience interaction and dialogue. The benefits highlighted are demonstrating how digital artifacts can influence policy and encourage knowledge construction. The presenter asks how these approaches can inform future work in science communication and digital storytelling.
This document discusses producing spatial knowledge through advanced spatial analysis. It defines spatial knowledge as a methodology based on geographic contributions and digital techniques to represent the physical, perceived, and symbolic dimensions of space. Producing spatial knowledge involves mapping and interpreting spatial information to show realities, transformations over time, and possible scenarios. Advanced spatial analysis uses data from sources like Sensible City Lab to understand how spaces function and support decision-making, though it faces challenges in selecting phenomena to study, integrating different data sources and scales, and accounting for the variable of time. The overall goal is to develop useful and scalable representations of how socio-economic and technological changes influence contemporary cities and territories.
This document is a 1,502 word coursework submission for a module on Art, Performance and the City. It summarizes psychogeography as an approach to exploring cities that was defined by Guy Debord and the Situationist International in 1955 using techniques like deriving and détournement. It then analyzes several current art projects that use audio walks and playful interventions to psychogeographically map cities and uncover hidden histories, showing how psychogeography continues to influence art, cultural geography, and urban studies.
Starting with a brief introduction of the digital culture impact in the design field, the lecture touches personal obsessions made explicit in some projects of the studio.
University of Udine, May 2012.
This document provides biographical and portfolio information for Sara Abad Catalán, an architect and artist based in the UK and Spain. It summarizes her educational background, areas of research focus, and past professional experience leading architectural projects. Examples of her artistic works incorporating concepts of emotion, landscape, and phenomenology are also described, including site-specific installations, photographs, and a video installation.
presentation for Digital Cities 5 Workshop at the Communities and Technologies 2007 Conference / Michigan State University. Athor: Viktor Bedö / www.bedoviktor.net
The document discusses the implications of including or omitting avatars and human figures in virtual projects. It explores the challenges for both the project team and users that incorporating human representations brings, and their impact on how the overall project is perceived.
Grasping, Groping, and Grokking Heiner --nutshell-slides-gcc-sunday-24-00Heiner Benking
GROUP INTERN - slides as promised:Heiner “Grasping, Groping, and Grokking Heiner” - a collective inquiry and teaser https://docs.google.com/document/d/1kMXzJ1mm7W2wO8iWdN43vWL6P0sa0nlIPdnZ6-PGL4s/edit?usp=sharing more about the FB group GCC and the "announcement" here: https://www.facebook.com/groups/GlobalChallengesCollaboration/GlobalChallengesCollaboration/ and here the session:
Harry van der Velde
17 hrs
So tonight we hope to learn more of Heiner Benking and how his inner universe has developed over the years.
Tonight 9:45 PM CET we will check audio/video in Doug’s ZOOM chamber. He is doing the intro and moderation, Harry scribbles with/for us, Heiner is on alert/ready to jump-in..
The LAST BELL – DOORS CLOSED are at 10 PM, CET sharp !!
You are invited as a small GCC lurker gang ahoc - with the TRIO - some lurking and investigations – call it deep-dive, or hotseat. The Perf... See More: Harry van der Velde
17 hrs
So tonight we hope to learn more of Heiner Benking and how his inner universe has developed over the years.
Tonight 9:45 PM CET we will check audio/video in Doug’s ZOOM chamber. He is doing the intro and moderation, Harry scribbles with/for us, Heiner is on alert/ready to jump-in..
The LAST BELL – DOORS CLOSED are at 10 PM, CET sharp !!
You are invited as a small GCC lurker gang ahoc - with the TRIO - some lurking and investigations – call it deep-dive, or hotseat. The Perf... See More
Estado arte de las Humanidades Digitales. Algunos proyectos de investigaciónGimena Del Rio Riande
Digital humanities projects and research from around the world are summarized. Key points:
- The document discusses the state of digital humanities, including conferences, participants, topics of interest.
- A history of digital humanities and related fields like humanist computing is provided, tracing work from the 1940s through present day.
- Examples of digital humanities centers, projects, resources and debates are outlined to illustrate the breadth and interdisciplinary nature of the field.
Mediating Media Art. Digital Visual Archives as Mediation-Toolsfwiencek
This document discusses strategies for mediating media art through digital visual archives. It begins by defining mediation and describing how meaning is generated in interactive media art and digital archives. It then examines four dimensions of meaning generation in digital visual archives: categorization, interactive processes, visualization and contextualization, and retrieval. Several examples of current mediation strategies are provided, including discourse-based, community-based, and institutional archives. The document concludes that digital archives have the potential to better preserve and mediate media art by connecting users and facilitating discussion. Further research into typologies of mediation strategies and multimodal analysis is suggested.
Andrea Ballatore: Beyond GIS? The future of Cultural Geo-AnalyticsAndrea Ballatore
Abstract: Cultural geo-analytics (CGA) is an emergent area that studies the geographical dimension of the production and consumption of cultural objects, relying on digital data and spatial methods. In this talk, I will explore how, as GIS experts, we can fruitfully collaborate with researchers in cultural studies, media studies, and digital humanities to shape new interdisciplinary agendas. Given the conceptual and empirical centrality of place in CGA, I will then discuss the challenges in its representation in GIS by offering an overview of several case studies.
28 Apr 2022
Bio: Andrea Ballatore (he/him) is a Lecturer in Social and Cultural Informatics at King’s College London. From 2016 to 2021, he was employed as a Lecturer in Geographic Data Science at Birkbeck, University of London. Previously, he worked as a postdoctoral researcher at the Center for Spatial Studies at the University of California, Santa Barbara. In 2013, he completed a PhD in Computer Science at University College Dublin on geographic information retrieval and natural language processing. His current work combines cultural analytics and digital geographies, and is centred on collaborative projects with academic and corporate partners, including the Ordnance Survey and Facebook.
n estos momentos, compartir recursos es igual de importante que compartir conocimiento. Juntos visitaremos espacios públicos auto-organizados centros feministas, estudios de arquitectura o grupos de investigación que tratan de la educación decolonial. Conectando lo personal y lo social, necesitamos otro análisis de las relaciones entre la esfera pública y el ámbito doméstico y personal. Emerge entonces un nuevo espacio de lo colectivo basado en la apertura, la distribución en red de las prácticas domésticas en la ciudad generando nuevos ámbitos o campos de lo público
Nowadays sharing resources matters just as much as sharing knowledge. Together we will visit self-initiated public spaces, feminist centres, architectural studios, exhibitions, and groups dealing with decolonizing education. Connecting the personal and the social, a different analysis of the relations between the public sphere and the domestic space is needed. There is an emergent new collective realm based on networks opening and distributing domestic practices within the city.
Locative Histories: exploring the continued influence of early Locative Media...Conor McGarrigle
Presentation for the Techno Ecologies panel at Media Art Histories 2013 conference Riga. Full paper to follow. More information here http://renew.rixc.lv/sessions/techno-ecologies.php?s=conor-mcgarrigle and conormcgarrigle.com
Presentation delivered in the Workshop on Art and Architecture. Second Annual SHARE Conference London, 11-12 May 2012. Hosted by CCW Graduate School, University of the Arts London. More information at:http://arc.housing.salle.url.edu/share_workshop_transdisciplinarity/
Mapping is characterized as a collaborative creative practice shaped by free software culture. The process of creating mappings involves parallel work between creative/audiovisual teams and computer engineers producing code. This iterative process involves moments of collaboration and problem solving. The members of Telenoika organize flexible work teams around projects while sustaining themselves through paid work for institutions alongside personal projects. For them, creative practices and digital media are constitutive of mapping as a collaborative practice requiring sharing through open software.
(DIGITAL) HUMANITIES REVISITED –
Challenges and Opportunities in the Digital Age; CONFERENCE SUMMARY on the Herrenhäuser Konferenz organized by the VolkswagenStiftung
Cultural probes are designed objects sent to users to uncover insights about their lives and contexts in an open-ended way. They challenge assumptions and encourage exploration beyond typical research methods. Effective probes are engaging and allow users to share inspirational stories and perspectives in their own tone.
Wystąpienie z 24 IX 2010 w czasie Sommerakademie: Neue Medien in den Geschichts- und Osteuropawissenschaften organizowanej przez Hereder-Institut w Marburgu [20-26 IX 2010]
This document discusses how society is accepting digital identity. It begins with a timeline of digital identity from 1993 to present. It then discusses topics and trends in digital culture, including datafication and concerns about data use. Next, it outlines social and media perceptions of digital identity, including issues around data use, privacy, and fake news. It notes both pessimistic and optimistic views. Finally, it speculates about possible futures, including reducing complexity around digital identity and increasing transparency, as well as the need for data literacy education to empower users.
In this paper we present some of the results obtained from two events occurred in Barcelona in 2016: the music festival Primavera Sound and the Barcelona Games World convention.
Este documento resume una investigación sobre narrativas de maternidad en Instagram. Analizó los perfiles de dos mujeres durante un año, utilizando métodos cuantitativos como extraer metadatos y cualitativos como observación participante. Una mujer tenía una narrativa positiva con comentarios de apoyo, mientras que la otra generaba discusión sobre su estilo de maternidad. El documento también discute representaciones culturales de la maternidad e implicaciones de profesionalizarla a través de compartir conocimientos en redes sociales.
This document summarizes a research paper about co-creation and participation as a means of innovation in new media, using photography as a case study. It discusses theories of co-creation and creativity, and how they relate to changes in the photographic field. The fieldwork findings show how amateurs have blurred lines with professionals through communities and new sharing platforms. This introduced innovations that gatekeepers like Kodak failed to recognize, focusing too much on their own services instead of changes in the field. The conclusions state that co-creation practices can challenge perspectives on creativity and innovations through collective processes rather than objects or subjects.
The document summarizes a workshop on analyzing selfies from social media as personal narratives. It discusses selfies as cultural standards as well as disruptions to those standards through different types of selfie narratives related to health, celebrities, appropriation, and critique. The conclusion is that the communicative nature of selfies means their meaning depends more on the context in which they are shared rather than formal analysis alone.
This document discusses a case study of the participatory music video project "Evolution of Get Lucky" by PV Nova. The project involved an open call for fans to create remix music videos for the Daft Punk song "Get Lucky" set in different decades. Over 130 videos were submitted within a tight deadline, with 38 ultimately selected for the final interactive video. Analysis found that submissions focused on nostalgic 1960s and futuristic 2020s aesthetics, showing how crowdsourcing can engage fans through nostalgia and exploration of the future while building transmedia literacy. The uniform styles submitted indicated that the musical cues may have influenced visual interpretations more than cultural references for specific decades.
This paper is focused on collaborative creation, as an exponent of emerging creative practices considered as a promise for the creative industries, trying to find innovative ways to create or distribute contents in a digital landscape driven by uncertainty. This is particularly relevant in the case of the music industry, considered as the first and foremost victim of user-driven practices like file sharing. Beyond well-known discourses on piracy, the music industry -and musicians- are engaged in a continuous process of re-invention, trying to reinstate the ties with consumers long lost through a system based on scarcity and successive booms of sales (and re-sales) of physical support recordings.
Drawing from our previous research on playful practices and negotiation and conflict (Ardèvol et al, 2011, Roig et al, 2013), our aim is to explore and analyze how rules are constituted in creative practices that are oriented to foster playful appropriation, enactment and/or co-creation of cultural objects in music. We will present an early analysis of Beck Hansen’s co-creation project Song Reader and specific remix experiences through a comparative research focused in music creation/ appropriation.
La presente comunicación aborda el fenómeno de la participación de los usuarios de los nuevos medios a partir de formas específicas de producción que promueven la interacción entre creadores e industria. Este tipo de colaboración, definida como ‘co-creación’, tiene lugar “cuando un componente significativo del diseño, el desarrollo, la producción, la comercialización y la distribución un producto audiovisual se obtiene mediante la participación o intervención directa de consumidores o usuarios” (Banks y Potts, 2010: 254). Teniendo en cuenta esta definición presentaremos el análisis de un caso de co-creación producido en el contexto de Moviestorm, un software de animación 3D cuya comunidad de modders constituye una fuerza productiva esencial en el desarrollo de addons, skins y otros complementos del programa.
This document discusses creative practices and new media. It outlines several frameworks for understanding convergence culture, creative industries, co-creativity, and the creative class. It also discusses concepts like prosumers, hybrid identities, and user-generated content. The document examines participation in digital culture and how consumers are increasingly participating in creating and sharing media content. It proposes developing case studies on artists in industries, software modders, digital photography, and music remixes to further conceptualize and theorize the ideas of co-creation and participation.
Este documento presenta un resumen del programa de una clase sobre cultura digital e innovación audiovisual. La clase discute conceptos como identidad híbrida, convergencia cultural y estudios de casos de autoproducción. También examina cómo la industria ve la creatividad e innovación y cómo se abre a la apertura e innovación audiovisual.
Este documento resume las diferencias entre la sociedad de la información y la sociedad creativa. Explica conceptos clave como la sociedad red de Castells, la clase creativa de Florida, y las industrias creativas. También discute la innovación y la creatividad, y cómo la economía está cambiando hacia una economía del conocimiento basada en la creatividad.
“From the Lab to the Factory: Bridging creators and industry”
Ruth Pagès, Gemma San Cornelio, Antoni Roig
Universitat Oberta de Catalunya
Abstract
In recent years, and especially under the current economic crisis, there is an ever growing trend to urgently promote innovation. This, in its turn, fosters interest in creativity and the spring of diverse kinds of relationships between industry and artists. The labour conditions of such relations could be regarded through the lens of the definition of “creative class” (Florida 2002), yet some other authors have highlighted its deep degrees of precariousness (Terranova 2005; Lazzarato 1996, 2008; McRobbie 2001, 2004). Regarding the conceptual level of such relations, on the one hand, it can be discerned that romantic concepts of the artist-as-genius and of creativity persist, linked to the vision of the artist as an agent of change, divergent thinking, or fresh air into industry –which seem much needed for innovation purposes and for the sake of economic success. On the other hand, some artists claim for a redefinition of their very role, similar to that of the researcher, valuing their own methodology as an asset. Such redefinition is being proposed due to their transdisciplinary activity that overcomes the boundaries of the traditional Art World moving into the science, technology or industry fields.
Moreover, this context varies depending on territories (country or region), and its own conception of cultural or creative industries, and consequently the policies applied. The research we present is trying to trace the relationships established between these independent creators and the industry through some specific initiatives based in the Spanish territory. The cases selected: ‘Talent Factory’, belonging to Fundació Digitalent (Barcelona) and ‘Disonancias’ (San Sebastian and Barcelona) bridge both sides of the coin. The aim is to examine both structural information regarding how these collaborative relationships are established in terms of authoring, contracts and labour conditions, while relating them to the changes and evolutions regarding the very concepts of talent, creativity, artist or innovation.
Segunda sesión del master en comunicación digital interactiva de la UVic. Descripción de la convergencia de tres líneas de investigación: cultura digital y prácticas mediáticas, práctica artística y new media y creatividad e innovación audiovisual. La participación de los públicos en la web 2.0 en la producción de contenidos, más las prácticas artísticas de los new media se encuentran en el punto de mira de las políticas de innovación e industria viendo en ellas una creatividad por explotar. Todo ello en un contexto laboral muy precarizado, donde las políticas de innovación bajo diferentes formas heredan, no sólo los discursos artísticos sobre la creatividad, sino también unas formas de trabajo claramente desregularizadas.
Este documento presenta una introducción a la sociedad de la información y la sociedad en red. Explica definiciones clave como sociedad de la información, sociedad post-industrial y sociedad del conocimiento. También explora conceptos centrales en la obra de Manuel Castells como estructura social en red, flujos, tecnología, información y comunicación. Finalmente, resume algunas características y fenómenos emergentes de la sociedad en red como globalización, trabajo precarizado, comunicación mediática y cultura.
The document discusses locative media art projects that use technologies like GPS and mobile phones to interact with and represent space. It proposes an analytical model to study the aesthetic features of these projects. Several example projects are described that reflect on space through intervention or representation. The model analyzes projects based on formal elements like type of content and interaction, and conceptual elements like art roots and space conception. Further research is suggested to contextualize locative media within new media studies and examine relationships to other location-based contemporary art forms.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Letter and Document Automation for Bonterra Impact Management (fka Social Sol...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on automated letter generation for Bonterra Impact Management using Google Workspace or Microsoft 365.
Interested in deploying letter generation automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdf
Objects and traces in space
1. Objects and traces in space: an approach to locative media (art) projects Gemma San Cornelio Esquerdo Universitat Oberta de Catalunya (UOC) Information and Communication Science Dept. gsan_cornelio@uoc.edu Manchester, 3th September 2009
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10. Locative media Projects discussion Objects and traces in space: an approach to locative media projects Disappearing places. Belanger and Petit. 2007 Canal accessible. A. Abad. 2006