Paolo Cirio invented the genre of Recombinant Fiction, which presents real issues through fictional stories told across multiple media platforms. It integrates actors and audiences in an immersive, participatory form of art. Recombinant Fiction projects like The Big Plot (2009) and Drowning NYC (2010) foreshadowed issues and used social media to tell nonlinear stories. The genre stages fictional dramas in the real world to dramatize social issues and potentially enact change through audience participation and identification with characters.
Slides - Paolo Cirio's Artworks - Art Performances with Information's Power - Paolo Cirio
Paolo Cirio is a conceptual artist who explores how information distribution, organization, and control impact society. His works involve hacking information technologies, marketing languages, legal terms, art, and popular culture to reconfigure information asymmetries and sculpt information as a raw material. By manipulating language, messages, and media, Cirio stages provocative performances and interventions that highlight different strategies for using the power of information to enact informational realities and shape new narratives.
Mobile phones have transformed social interactions by allowing constant connectivity regardless of physical location. This has implications for the boundaries between public and private spheres. The mobile phone allows individuals to maintain closeness without physical proximity and facilitates coordination. However, it can also enable some to circumvent authority and social norms, withdraw into private worlds, and immerse themselves in solitary contact rather than public interaction. The integration of mobile phones into daily life has generated new social practices and expectations around etiquette and appropriate technology use in different settings.
This critical reflection analyzes how reality television sedates the masses through trivial content in order to promote further consumption. It discusses how television, like religion before it, can act as an "opiate of the people" by influencing viewers' perceptions of reality and behaviors. Specifically, reality shows focus on superficial relationships and behaviors, glorifying unhealthy habits and false needs rather than promoting education or intelligent discourse. In doing so, they intoxicate audiences and reinforce consumerist lifestyles.
The document discusses Marshall McLuhan's theories of technological determinism and media history. McLuhan believed that the medium used to communicate a message shapes how people think and interact. The document outlines four epochs in media history - tribal, literate, print, and electronic - and characteristics of each. It also discusses McLuhan's concept of "the medium is the message" and how different media cultivate certain attitudes and views of reality.
The document discusses several models of how audiences interact with and make meaning from media texts, moving from early passive models to more recent active models. It describes the hypodermic needle model, two-step flow model, uses and gratifications model, and reception theory model, noting how each successive model viewed audiences as more active and complex in their engagement with media.
The document discusses the role of media in the rise and demise of nation-states. It argues that media, especially transnational media, helped rise cultures of nation-states by extending national consciousness to migrants outside their homelands. However, transnational media also led to the demise of national cultures by offering a disordering to conventional cultures in nation-states. As a case study, it examines how Turkish satellite television disseminates Turkish national culture abroad, both influencing and affecting the cultural order of Turkey.
(1) Television, radio, and newspapers dominated mass communication in the 20th century, but the rise of the internet has introduced networked communication as a new model.
(2) Networked communication is shaped by three forces: communicational globalization processes, new forms of mediation like self-mass communication and multimedia interpersonal communication, and different levels of interactivity.
(3) This new communicational paradigm is characterized by rhetoric based on moving images, new dynamics of accessibility and mobility, the social value of user-generated content, and the coexistence of different types of content and narratives.
This document discusses forms of global culture at the beginning of the 21st century. It analyzes mass media culture and corporatist culture that have emerged from globalized cultural phenomena. It describes how mass media like television and the internet have created a global communication society and mass culture. It also discusses how multinational corporations have influenced the development of a corporate and consumerist culture connected to the global economy. The mass media are seen as actively shaping social reality and manipulating audiences on a global scale.
Slides - Paolo Cirio's Artworks - Art Performances with Information's Power - Paolo Cirio
Paolo Cirio is a conceptual artist who explores how information distribution, organization, and control impact society. His works involve hacking information technologies, marketing languages, legal terms, art, and popular culture to reconfigure information asymmetries and sculpt information as a raw material. By manipulating language, messages, and media, Cirio stages provocative performances and interventions that highlight different strategies for using the power of information to enact informational realities and shape new narratives.
Mobile phones have transformed social interactions by allowing constant connectivity regardless of physical location. This has implications for the boundaries between public and private spheres. The mobile phone allows individuals to maintain closeness without physical proximity and facilitates coordination. However, it can also enable some to circumvent authority and social norms, withdraw into private worlds, and immerse themselves in solitary contact rather than public interaction. The integration of mobile phones into daily life has generated new social practices and expectations around etiquette and appropriate technology use in different settings.
This critical reflection analyzes how reality television sedates the masses through trivial content in order to promote further consumption. It discusses how television, like religion before it, can act as an "opiate of the people" by influencing viewers' perceptions of reality and behaviors. Specifically, reality shows focus on superficial relationships and behaviors, glorifying unhealthy habits and false needs rather than promoting education or intelligent discourse. In doing so, they intoxicate audiences and reinforce consumerist lifestyles.
The document discusses Marshall McLuhan's theories of technological determinism and media history. McLuhan believed that the medium used to communicate a message shapes how people think and interact. The document outlines four epochs in media history - tribal, literate, print, and electronic - and characteristics of each. It also discusses McLuhan's concept of "the medium is the message" and how different media cultivate certain attitudes and views of reality.
The document discusses several models of how audiences interact with and make meaning from media texts, moving from early passive models to more recent active models. It describes the hypodermic needle model, two-step flow model, uses and gratifications model, and reception theory model, noting how each successive model viewed audiences as more active and complex in their engagement with media.
The document discusses the role of media in the rise and demise of nation-states. It argues that media, especially transnational media, helped rise cultures of nation-states by extending national consciousness to migrants outside their homelands. However, transnational media also led to the demise of national cultures by offering a disordering to conventional cultures in nation-states. As a case study, it examines how Turkish satellite television disseminates Turkish national culture abroad, both influencing and affecting the cultural order of Turkey.
(1) Television, radio, and newspapers dominated mass communication in the 20th century, but the rise of the internet has introduced networked communication as a new model.
(2) Networked communication is shaped by three forces: communicational globalization processes, new forms of mediation like self-mass communication and multimedia interpersonal communication, and different levels of interactivity.
(3) This new communicational paradigm is characterized by rhetoric based on moving images, new dynamics of accessibility and mobility, the social value of user-generated content, and the coexistence of different types of content and narratives.
This document discusses forms of global culture at the beginning of the 21st century. It analyzes mass media culture and corporatist culture that have emerged from globalized cultural phenomena. It describes how mass media like television and the internet have created a global communication society and mass culture. It also discusses how multinational corporations have influenced the development of a corporate and consumerist culture connected to the global economy. The mass media are seen as actively shaping social reality and manipulating audiences on a global scale.
Metaloguing: The New Paradigms of Storytelling in the Age of Digital Mediaijma
This study proposes ‘Storymetaloguing’ as a new term in the Age of Digital Media, meaning the intricate and multilayered nature of modern storytelling. With the advent of digital and mobile media, storytelling has transcended traditional unidirectional forms and evolved into a rich tapestry of narrative practices, engaging audiences across various interactive platforms. This study aims to delineate the transition from conventional storytelling to Storymetaloguing within the digital media context. The methodological approach involves a systematic review of literature tracing the evolution of narrative forms from oral traditions to the multifaceted digital age, focusing on the increased potential for audience participation and the convergence of various media forms. The results indicate a shift from 'story' as static text to 'storytelling' as a dynamic, interactive act, necessitating the new term 'Storymetaloguing,' which captures the essence of contemporary narratives characterized by their interactivity, multiplicity, and transmediality. As a consequence, ‘Storymetaloguing’ emerges as a more apt descriptor of current narrative practices, especially in light of platforms like the metaverse that facilitate diversified creation and dissemination of stories. Thus, this study can contribute to media and communication discourse by offering a nuanced understanding of storytelling's progression and its implications for future narrative paradigms.
METALOGUING: THE NEW PARADIGMS OF STORYTELLING IN THE AGE OF DIGITAL MEDIAijma
This study proposes ‘Storymetaloguing’ as a new term in the Age of Digital Media, meaning the intricate and multilayered nature of modern storytelling. With the advent of digital and mobile media, storytelling has transcended traditional unidirectional forms and evolved into a rich tapestry of narrative practices, engaging audiences across various interactive platforms. This study aims to delineate the transition from conventional storytelling to Storymetaloguing within the digital media context. The methodological approach involves a systematic review of literature tracing the evolution of narrative forms from oral traditions to the multifaceted digital age, focusing on the increased potential for audience participation and the convergence of various media forms. The results indicate a shift from 'story' as static text to 'storytelling' as a dynamic, interactive act, necessitating the new term 'Storymetaloguing,' which captures the essence of contemporary narratives characterized by their interactivity, multiplicity, and transmediality. As a consequence, ‘Storymetaloguing’ emerges as a more apt descriptor of current narrative practices, especially in light of platforms like the metaverse that facilitate diversified creation and dissemination of stories. Thus, this study can contribute to media and communication discourse by offering a nuanced understanding of storytelling's progression and its implications for future narrative paradigms.
This document provides an internship report on transmedia storytelling. It discusses two projects the author worked on - Who are the Champions, a geo-mapped web documentary featuring stories from locals around World Cup stadiums, and Bistro in Vitro, a website exploring the idea of a restaurant serving in vitro meat dishes. It then discusses transmedia storytelling theory, how fictional worlds are produced across multiple media platforms, and issues of coherency and participation that arise. Key aspects of transmedia discussed include world-building, video games, and hypertextuality in distributed narratives.
The digital era has led to new technologies that allow people to access and share information anytime from different devices. This constant connectivity means that media has become a two-way conversation. Storytelling is a fundamental part of human nature and can be used as a tool by institutions to foster cultural identity and create an emotional connection with their community. In the digital world with many content options, institutions must tell stories through different formats on various platforms to engage audiences and promote their values and identity.
A level media theory knowledge organiser with examMrSouthworth
This document summarizes key concepts and theories from media studies, covering semiotics, narratology, genre theory, structuralism, postmodernism, representation, identity, feminism, audience reception, and media industries. It outlines important ideas from thinkers such as Roland Barthes, Tzvetan Todorov, Steve Neale, Stuart Hall, David Gauntlett, Judith Butler, Paul Gilroy, Albert Bandura, George Gerbner, Henry Jenkins, and David Hesmondhalgh. The concepts discussed include how meaning is constructed through signs and codes, how narratives and genres function, how identity and representation work, how audiences interpret media, and the political and economic contexts of media production and regulation.
Paolo Cirio created the artwork "Meaning" to illustrate his theory of Internet Semiotics through three flowcharts and an essay. His theory analyzes how meaning is formed on the Internet through the production, reception, and alteration of information circulating on social networks. It examines this process on personal, contextual and collective levels. On a personal level, meaning formation splits between private self-identity and public opinion. Context, such as time and location of information online, also shapes meaning. Collectively, meanings can converge or diverge, potentially unifying groups or generating conflict through asymmetric power structures. The theory integrates semiotic principles to understand modern social meaning construction through networked communication.
This document discusses narratives as spatial stories in hybrid ecosystems. It argues that narrative extensions created by readers on social media allow them to feel immersed in a storyworld. Concepts from ecology, like ecosystem and niche, can be applied to hybrid narrative ecosystems to study how media environments, content, and user perception interact. Examples from the book "The Shadow of the Wind" are used to illustrate how narrative elements created by users on social media form different "species" that inhabit the narrative ecosystem through hashtags, geotags, and interactions between users.
Transmedia storytelling involves telling a story across multiple media platforms. It allows for a more complete experience as different parts of the larger story are told through different media like books, films, television shows and video games. The full story can only be understood by experiencing it across all of its parts. Effective transmedia engages audiences through participatory culture by encouraging them to share, discuss and create new content that expands the narrative in a non-linear way across different digital platforms like social media, blogs and wikis. It aims to build emotional connections between audiences and brands or franchises.
Rovio Mobile was a small Finnish game developer company that was on the edge of bankruptcy in 2009. They created the mobile game Angry Birds to try to survive, betting on the growing iPhone app market. The game became a huge success, with over 100 million downloads and becoming the best selling game in the Apple Store. The game was simple - players used a slingshot to destroy structures by throwing birds. It was easy to play in short bursts. This success was possible due to the rise of internet platforms that allowed peer-to-peer sharing of content and games. People have also engaged in piracy and illegal sharing of copyrighted content, making it harder for media companies to sustain traditional business models.
1. This document discusses the social value of social networking sites and how they facilitate identity construction and social interactions online. It explores how online identities are experimented with through different roles and subjects that together form a collective identity or "project identity."
2. Social networking sites allow users to articulate their social networks and connect with others, often familiar ties from offline life. They provide opportunities for identity experimentation and development of social skills through self-disclosure.
3. In an era where traditional sources of identity like institutions and social movements are weakening, social networking sites have become an important new platform for forming connections and finding meaning through one's online identity and social interactions. They represent a new form of "project
Digital storytelling allows for new forms of nonlinear, contextual narratives across multiple media platforms. Stories can take fractal paths as audiences participate in cocreating and sharing content. While some online stories are fleeting, context and communities help form coherent narratives. Effective digital storytelling considers the audience experience, engages fan participation, and integrates personal stories across platforms to bring people together.
This document is a foreword for the report "Making A New Reality" which examines emerging media like VR and AR. The foreword argues that now is the time for social justice funders to engage with emerging media for several reasons: immersive media is in its early stages so inclusion can be built in from the start, it has the potential to powerfully shape narratives and worldviews, and traditional media models risk repeating problems of limited diversity and inclusion. The foreword urges funders to support research, artist experimentation, and community storytelling in emerging media to help ensure equity and social justice are core values as the field develops.
7 Social Inequality and Media RepresentationUniversal Television.docxfredharris32
This document discusses how media content is analyzed in relation to social inequality and representation. It focuses specifically on how media representations of race, class, gender, and sexual orientation compare to the real world. The document outlines that media content has traditionally reflected the perspectives of white middle- and upper-class men who have historically controlled the media industry. It also discusses how representations are not reality, and that media content does not always aim to accurately reflect society, using examples like science fiction.
The document discusses the concept of media convergence, where changes in communication technologies are reshaping how people interact with media and each other. A networked culture has emerged where producers and consumers connect in complex ways and audiences can directly interact with media. Collective intelligence refers to the sum of knowledge held by individuals in a group, where no single person knows everything but together they know a lot. The document also counters myths about convergence, noting that different devices will continue to coexist and old media forms will persist alongside new ones. Examples are given of transmedia storytelling through The Matrix and Lost franchises distributing narratives across multiple media platforms.
Collective intelligence refers to shared or group intelligence that emerges from collaboration and competition among individuals. It appears in consensus decision making in bacteria, animals, humans, and computer networks. The concept emerged from writings in the 1970s-1990s and refers to how large groups can converge on the same knowledge. Pierre Lévy introduced the term "collective intelligence" in 1994 to describe how the internet could facilitate rapid communication and broader participation in decision making.
This document discusses the concept of the "social" in social media. It argues that while social media platforms construct an idea of social interaction, their use can also mobilize people for political and social change, as seen in events like the Arab Spring and 2011 London Riots. The document reviews literature on the concept of the social, including work by Raymond Williams that traces the term's history and ambiguity. It proposes looking at social media through the lens of "social energy" to understand its role in political expression and mobilization of large groups.
The document discusses the value of developing a "semiotic sensibility" in graphic and communication design students. It argues that semiotics, the study of signs and symbols, should be a fundamental part of design education rather than just a theoretical component. When applied over an extended period through various projects, semiotics can help students understand how design artifacts convey meaning and influence ideology. It also strengthens students' political awareness by providing contexts to question the effects of designs. Real-life collaborative projects further expose students to designing for social issues and help envision alternative design futures.
Story, Sci-Fi & Transmedia to develop Corporate Technology Strategies.Hubbub Media
This document discusses using science fiction and transmedia storytelling to develop corporate technology strategies and visions of the future. It provides examples of how sci-fi concepts and speculative fiction have been used to explore philosophical ideas and future technologies. The document also discusses using experience design, transmedia structures and storytelling to engage audiences across multiple platforms and media. The goal is to help companies and organizations envision and communicate future experiences in an immersive, interactive way.
The document discusses the appropriation and reuse of images on the internet and how this has changed notions of authorship. It explores how mass collaboration through sites like Wikipedia, Facebook, and YouTube have blurred the lines between content creation and consumption, making users both players and spectators. The increasing speed and availability of information online has created new structures of production and consumption of media like cinema.
This document summarizes Paolo Cirio's essay on Evidentiary Realism in art. It discusses how contemporary realist artists use documentary, forensic and investigative techniques to illuminate hidden aspects of society. Evidentiary Realism examines underlying economic, political and cultural structures that impact society through evidence from language, programs, data and technology controlled by power structures. The aesthetics of Evidentiary Realism presents evidence through various artistic strategies to reveal networks and prompt emotional responses from viewers about unintelligible complex systems. Realism in art is enhanced by advancing technologies that provide new forms of evidence and ways to investigate and decode complexity.
Presentation on the Aesthetics of the Information EthicsPaolo Cirio
This document discusses the concept of regulatory art as a way to engage with and address regulations in technocratic societies. It proposes a model for a global direct networked participatory democracy to help maintain democratic order amid technological disruptions. This model involves citizens participating at both micro and macro levels to propose, debate, and vote on initiatives, policies, and regulations, with accountability and oversight mechanisms. It also stresses the importance of unbiased, evidence-based information to inform deliberative decision-making and the public. An ongoing feedback loop is proposed to allow for reflexive policy and rule-making with constant review and adaptation. Information ethics considerations around issues like anonymity, accountability, access, and context of information are also discussed.
Metaloguing: The New Paradigms of Storytelling in the Age of Digital Mediaijma
This study proposes ‘Storymetaloguing’ as a new term in the Age of Digital Media, meaning the intricate and multilayered nature of modern storytelling. With the advent of digital and mobile media, storytelling has transcended traditional unidirectional forms and evolved into a rich tapestry of narrative practices, engaging audiences across various interactive platforms. This study aims to delineate the transition from conventional storytelling to Storymetaloguing within the digital media context. The methodological approach involves a systematic review of literature tracing the evolution of narrative forms from oral traditions to the multifaceted digital age, focusing on the increased potential for audience participation and the convergence of various media forms. The results indicate a shift from 'story' as static text to 'storytelling' as a dynamic, interactive act, necessitating the new term 'Storymetaloguing,' which captures the essence of contemporary narratives characterized by their interactivity, multiplicity, and transmediality. As a consequence, ‘Storymetaloguing’ emerges as a more apt descriptor of current narrative practices, especially in light of platforms like the metaverse that facilitate diversified creation and dissemination of stories. Thus, this study can contribute to media and communication discourse by offering a nuanced understanding of storytelling's progression and its implications for future narrative paradigms.
METALOGUING: THE NEW PARADIGMS OF STORYTELLING IN THE AGE OF DIGITAL MEDIAijma
This study proposes ‘Storymetaloguing’ as a new term in the Age of Digital Media, meaning the intricate and multilayered nature of modern storytelling. With the advent of digital and mobile media, storytelling has transcended traditional unidirectional forms and evolved into a rich tapestry of narrative practices, engaging audiences across various interactive platforms. This study aims to delineate the transition from conventional storytelling to Storymetaloguing within the digital media context. The methodological approach involves a systematic review of literature tracing the evolution of narrative forms from oral traditions to the multifaceted digital age, focusing on the increased potential for audience participation and the convergence of various media forms. The results indicate a shift from 'story' as static text to 'storytelling' as a dynamic, interactive act, necessitating the new term 'Storymetaloguing,' which captures the essence of contemporary narratives characterized by their interactivity, multiplicity, and transmediality. As a consequence, ‘Storymetaloguing’ emerges as a more apt descriptor of current narrative practices, especially in light of platforms like the metaverse that facilitate diversified creation and dissemination of stories. Thus, this study can contribute to media and communication discourse by offering a nuanced understanding of storytelling's progression and its implications for future narrative paradigms.
This document provides an internship report on transmedia storytelling. It discusses two projects the author worked on - Who are the Champions, a geo-mapped web documentary featuring stories from locals around World Cup stadiums, and Bistro in Vitro, a website exploring the idea of a restaurant serving in vitro meat dishes. It then discusses transmedia storytelling theory, how fictional worlds are produced across multiple media platforms, and issues of coherency and participation that arise. Key aspects of transmedia discussed include world-building, video games, and hypertextuality in distributed narratives.
The digital era has led to new technologies that allow people to access and share information anytime from different devices. This constant connectivity means that media has become a two-way conversation. Storytelling is a fundamental part of human nature and can be used as a tool by institutions to foster cultural identity and create an emotional connection with their community. In the digital world with many content options, institutions must tell stories through different formats on various platforms to engage audiences and promote their values and identity.
A level media theory knowledge organiser with examMrSouthworth
This document summarizes key concepts and theories from media studies, covering semiotics, narratology, genre theory, structuralism, postmodernism, representation, identity, feminism, audience reception, and media industries. It outlines important ideas from thinkers such as Roland Barthes, Tzvetan Todorov, Steve Neale, Stuart Hall, David Gauntlett, Judith Butler, Paul Gilroy, Albert Bandura, George Gerbner, Henry Jenkins, and David Hesmondhalgh. The concepts discussed include how meaning is constructed through signs and codes, how narratives and genres function, how identity and representation work, how audiences interpret media, and the political and economic contexts of media production and regulation.
Paolo Cirio created the artwork "Meaning" to illustrate his theory of Internet Semiotics through three flowcharts and an essay. His theory analyzes how meaning is formed on the Internet through the production, reception, and alteration of information circulating on social networks. It examines this process on personal, contextual and collective levels. On a personal level, meaning formation splits between private self-identity and public opinion. Context, such as time and location of information online, also shapes meaning. Collectively, meanings can converge or diverge, potentially unifying groups or generating conflict through asymmetric power structures. The theory integrates semiotic principles to understand modern social meaning construction through networked communication.
This document discusses narratives as spatial stories in hybrid ecosystems. It argues that narrative extensions created by readers on social media allow them to feel immersed in a storyworld. Concepts from ecology, like ecosystem and niche, can be applied to hybrid narrative ecosystems to study how media environments, content, and user perception interact. Examples from the book "The Shadow of the Wind" are used to illustrate how narrative elements created by users on social media form different "species" that inhabit the narrative ecosystem through hashtags, geotags, and interactions between users.
Transmedia storytelling involves telling a story across multiple media platforms. It allows for a more complete experience as different parts of the larger story are told through different media like books, films, television shows and video games. The full story can only be understood by experiencing it across all of its parts. Effective transmedia engages audiences through participatory culture by encouraging them to share, discuss and create new content that expands the narrative in a non-linear way across different digital platforms like social media, blogs and wikis. It aims to build emotional connections between audiences and brands or franchises.
Rovio Mobile was a small Finnish game developer company that was on the edge of bankruptcy in 2009. They created the mobile game Angry Birds to try to survive, betting on the growing iPhone app market. The game became a huge success, with over 100 million downloads and becoming the best selling game in the Apple Store. The game was simple - players used a slingshot to destroy structures by throwing birds. It was easy to play in short bursts. This success was possible due to the rise of internet platforms that allowed peer-to-peer sharing of content and games. People have also engaged in piracy and illegal sharing of copyrighted content, making it harder for media companies to sustain traditional business models.
1. This document discusses the social value of social networking sites and how they facilitate identity construction and social interactions online. It explores how online identities are experimented with through different roles and subjects that together form a collective identity or "project identity."
2. Social networking sites allow users to articulate their social networks and connect with others, often familiar ties from offline life. They provide opportunities for identity experimentation and development of social skills through self-disclosure.
3. In an era where traditional sources of identity like institutions and social movements are weakening, social networking sites have become an important new platform for forming connections and finding meaning through one's online identity and social interactions. They represent a new form of "project
Digital storytelling allows for new forms of nonlinear, contextual narratives across multiple media platforms. Stories can take fractal paths as audiences participate in cocreating and sharing content. While some online stories are fleeting, context and communities help form coherent narratives. Effective digital storytelling considers the audience experience, engages fan participation, and integrates personal stories across platforms to bring people together.
This document is a foreword for the report "Making A New Reality" which examines emerging media like VR and AR. The foreword argues that now is the time for social justice funders to engage with emerging media for several reasons: immersive media is in its early stages so inclusion can be built in from the start, it has the potential to powerfully shape narratives and worldviews, and traditional media models risk repeating problems of limited diversity and inclusion. The foreword urges funders to support research, artist experimentation, and community storytelling in emerging media to help ensure equity and social justice are core values as the field develops.
7 Social Inequality and Media RepresentationUniversal Television.docxfredharris32
This document discusses how media content is analyzed in relation to social inequality and representation. It focuses specifically on how media representations of race, class, gender, and sexual orientation compare to the real world. The document outlines that media content has traditionally reflected the perspectives of white middle- and upper-class men who have historically controlled the media industry. It also discusses how representations are not reality, and that media content does not always aim to accurately reflect society, using examples like science fiction.
The document discusses the concept of media convergence, where changes in communication technologies are reshaping how people interact with media and each other. A networked culture has emerged where producers and consumers connect in complex ways and audiences can directly interact with media. Collective intelligence refers to the sum of knowledge held by individuals in a group, where no single person knows everything but together they know a lot. The document also counters myths about convergence, noting that different devices will continue to coexist and old media forms will persist alongside new ones. Examples are given of transmedia storytelling through The Matrix and Lost franchises distributing narratives across multiple media platforms.
Collective intelligence refers to shared or group intelligence that emerges from collaboration and competition among individuals. It appears in consensus decision making in bacteria, animals, humans, and computer networks. The concept emerged from writings in the 1970s-1990s and refers to how large groups can converge on the same knowledge. Pierre Lévy introduced the term "collective intelligence" in 1994 to describe how the internet could facilitate rapid communication and broader participation in decision making.
This document discusses the concept of the "social" in social media. It argues that while social media platforms construct an idea of social interaction, their use can also mobilize people for political and social change, as seen in events like the Arab Spring and 2011 London Riots. The document reviews literature on the concept of the social, including work by Raymond Williams that traces the term's history and ambiguity. It proposes looking at social media through the lens of "social energy" to understand its role in political expression and mobilization of large groups.
The document discusses the value of developing a "semiotic sensibility" in graphic and communication design students. It argues that semiotics, the study of signs and symbols, should be a fundamental part of design education rather than just a theoretical component. When applied over an extended period through various projects, semiotics can help students understand how design artifacts convey meaning and influence ideology. It also strengthens students' political awareness by providing contexts to question the effects of designs. Real-life collaborative projects further expose students to designing for social issues and help envision alternative design futures.
Story, Sci-Fi & Transmedia to develop Corporate Technology Strategies.Hubbub Media
This document discusses using science fiction and transmedia storytelling to develop corporate technology strategies and visions of the future. It provides examples of how sci-fi concepts and speculative fiction have been used to explore philosophical ideas and future technologies. The document also discusses using experience design, transmedia structures and storytelling to engage audiences across multiple platforms and media. The goal is to help companies and organizations envision and communicate future experiences in an immersive, interactive way.
The document discusses the appropriation and reuse of images on the internet and how this has changed notions of authorship. It explores how mass collaboration through sites like Wikipedia, Facebook, and YouTube have blurred the lines between content creation and consumption, making users both players and spectators. The increasing speed and availability of information online has created new structures of production and consumption of media like cinema.
This document summarizes Paolo Cirio's essay on Evidentiary Realism in art. It discusses how contemporary realist artists use documentary, forensic and investigative techniques to illuminate hidden aspects of society. Evidentiary Realism examines underlying economic, political and cultural structures that impact society through evidence from language, programs, data and technology controlled by power structures. The aesthetics of Evidentiary Realism presents evidence through various artistic strategies to reveal networks and prompt emotional responses from viewers about unintelligible complex systems. Realism in art is enhanced by advancing technologies that provide new forms of evidence and ways to investigate and decode complexity.
Presentation on the Aesthetics of the Information EthicsPaolo Cirio
This document discusses the concept of regulatory art as a way to engage with and address regulations in technocratic societies. It proposes a model for a global direct networked participatory democracy to help maintain democratic order amid technological disruptions. This model involves citizens participating at both micro and macro levels to propose, debate, and vote on initiatives, policies, and regulations, with accountability and oversight mechanisms. It also stresses the importance of unbiased, evidence-based information to inform deliberative decision-making and the public. An ongoing feedback loop is proposed to allow for reflexive policy and rule-making with constant review and adaptation. Information ethics considerations around issues like anonymity, accountability, access, and context of information are also discussed.
Paolo Cirio is a conceptual artist who uses internet-based techniques and interventions to explore issues related to information systems, privacy, transparency, and the impact of technology on social systems. Some of his projects involve appropriating and redistributing sensitive information from large corporations and platforms like Facebook to reveal new meanings or allow understanding. However, this has led companies like PayPal to limit his accounts for policy violations. Cirio's work aims to critically analyze power structures and flows of informational power through participatory public engagement for ethics and ecology of information.
The document discusses the right to be forgotten and the debates around privacy, free speech, and transparency on the internet. It argues that while search engines currently act as judges in removing personal information, they do so opaquely and are motivated by commercial interests rather than fairness. True freedom of information requires regulation of internet companies and democratic processes for individuals to request accurate contextualization or removal of harmful private details. Extending rights to remove sensitive personal data globally could help address issues like online harassment while respecting both privacy and free speech.
Slides on the Aesthetics of the Information EthicsPaolo Cirio
The document discusses various issues at the intersection of art, ethics and information systems. It argues that art has a role to play in raising awareness and facilitating reflection on difficult ethical questions posed by technologies like the internet, algorithms and data collection. It notes that information systems are social systems that produce new social conditions and reshape social contracts. The aesthetics of representing such systems through art must thoughtfully engage with how representations form polarities and influence cultural understandings. Context is key to assessing the ethics of different artistic practices and techniques in this space. Breaking down misleading polarizations is important for promoting a nuanced understanding of complex issues in information ethics.
Workshop on the Aesthetics of Information EthicsPaolo Cirio
The document discusses an upcoming workshop hosted by artist Paolo Cirio focused on the aesthetics and ethics of information. The workshop will explore pressing issues related to privacy, algorithms, censorship, hacking, and more through hypothetical scenarios, debates, and discussions of Cirio's work and historical cases. Students will navigate complex ethical issues, provide feedback on shared documents, and discuss differing viewpoints. The goal is to spark inquiry and reflection on difficult questions regarding balancing freedoms, justice, and related issues in the digital age.
Workshop on the Art of Financial Hacking.Paolo Cirio
This document provides an overview of a workshop on using art as a tool for financial hacks. It discusses problems with contemporary economic structures such as inequality, tax avoidance, and environmental destruction. It then outlines potential solutions and artworks that have addressed economic issues. The workshop methodology section describes investigating institutions, instruments, and social fields through techniques like reports, data visualization, and direct actions. The document lists artist and activist groups working on financial issues and strategies like shareholders activism, alternative currencies, and social media manipulation. It provides resources for learning about lobbying, financial literacy, and tracking the sustainability of products.
Paolo Cirio created the conceptual artwork ArtCommodities.com to introduce ideas of collectible digital art and critique the contemporary art market. It proposes alternatives like a "Smart Art Market" that establishes democratic aesthetic values through selling unique artworks at low prices. This would create a new economic model using "Smart Digital Art Objects" authenticated via cryptography. The work analyzes how to design market instruments that address manipulation and affect socio-cultural values. It suggests investing in art with social values could lead to sustainable art markets and taste formation benefiting society.
Critical Art of the Information Society - Lecture Slides 2015 - 2016 - Paolo ...Paolo Cirio
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Recombinant Fiction
1. Recombinant Fiction
Paper and manifesto by Paolo Cirio, 2009.
Abstract
Between 2008 and 2010, Cirio researched documentary fiction and invented the genre Recombinant Fiction. His
form of experimental fiction presents real facts and issues across multiple media platforms by integrating actors and
audiences for a socially-engaged genre of transmedia storytelling. This research has resulted in two fiction projects:
Drowning NYC (2010) and The Big Plot (2009). The subjects and techniques of these fictions foresaw issues and
modes of narration.
TheBigPlot.net is a story about a Russian spy promoting Alt-Right politics through infiltrating social media with
fictional personas who combine personal and political dramas with romance. The fiction is scattered over several
social networks and linked in a non-linear story through post blogs, Youtube videos, tweets, pictures on Facebook,
and even Wikipedia, LinkedIn, and MySpace profiles. Similar uses of social media channels are applied in Drowning-
NYC.net, which however focuses on a physical location and community of a neighborhood in Manhattan and
incorporates physical narrative devices and communication with local residents. This fiction addressed rising sea
levels due to global warming and its impact on New York City's urban population, years before Hurricane Sandy
caused record flooding in Manhattan.
Both projects made use of professional actors, material from their real life, and their interactions with audience
members, who could intervene in the stories though creating new characters and narrations. Ultimately, these
artworks are presented as Internet art on the websites of the projects and as offline installations in galleries of art
institutions where the elements of the fictions are gathered and reassembled.
Recombinant Fiction is a political and aesthetic genre that integrates a new immersive and participatory form of art.
Cirio defined Recombinant Fiction through theoretical writing, a manifesto, and two online artworks.
Recombinant Fiction intro
In previous ages, mediums for narrating fiction such as theatre, literature, cinema, and television have defined
languages, models and formats; each media development provided an expressive shift in forms of storytelling.
Nowadays, media are multiplying, hybridizing, and mutating. The way they are used alters continually, creating
potentially new ways of producing fiction.
Networked digital media emerge as productive vehicle to create new forms of fiction. In fact, the rise of forms of
storytelling such as ‘Transmedia Storytelling', ‘Alternate Reality Games', ‘Transfiction', ‘Dispersed Fiction', and ‘Viral
and Guerrilla Marketing' is a clear sign of an important revolution in ways to tell stories.
Recombinant Fiction is a political and aesthetic genre of this new immersive and participatory form of art. By
identifying valuable and distinctive characteristics and objectives, Recombinant Fiction defines a unique genre able
to drive tactical activism and dramatic purposes.
2. Our contemporary media environment era is characterized by the proliferation of Personal Media [1] (e.g. devices
with platforms for instant messaging, blogs, photo, and video sharing services, etc.) resulting in new modes of
personal expression and interpersonal relations. Nonetheless, Mass Media continues to grow as well. Networked
media generates new channels and interconnected devices for consuming entertainment and news (e.g. proprietary
web platforms, digital TV, portable video/reader players, screen billboard, etc.). This results in the deregulation of
advertising restrictions and privacy policies by the corporate media complex to boost the flow of information.
Additionally, networked digital technologies accelerate and facilitate the production of offline and analogue spaces of
information (e.g. print-on-demand, custom manufacturing, Internet of things, organization of public assembly,
mapping public spaces etc.). This results in a new mass of active prosumers, and a general increase of information
in the environments surrounding humans.
All of the above listed media are digital in origin, and therefore easily reproducible and transmissible through
networks (e.g. Internet, GSM, Wi-Fi, etc.). Networked digital media generate an intensification of flow, interactions,
and processes of communication. The informational environment created by all those media that broadcast
messages, is defined as Infosphere [2]. This conceptual sphere is the space in which modern society is immersed,
where people express themselves, build their own realities, and manage societal organization.
In this context, a modern form of fiction should be narrated by networked media and staged in the Infosphere, which
can be used as medium to dramatize reality and find a way to change it through a dramatic representation, as
humanity has always done.
Manifesto
1) The fiction is told through traditional news media, online social media, and public space interventions. The
fragments of the fiction converge and evolve in one rhizomatic stage, synchronized and organized by networked
digital media.
2) The fiction has conflicts and resolutions among characters with engaging personalities. There are not challenges
or gaming aims for the audience, it must be pure fiction and its nature should be obscured but not hidden.
3) The fiction penetrates reality by including real entities in the narration. The created fictional reality is made from
contemporary real-world patterns, which are semiologically relinked and mutable within the narrative elements.
4) The fiction is interactive and participatory. It is unfolded with the active interaction of an audience that can
participate in it by creating characters and reshaping the storyline through their personal media and by public
interventions.
5) The fiction has activist and educational qualities to achieve social change goals, by spotting controversial
identities or organizations, or by increasing awareness of real world plights. It must be without commercial or
promotional purposes at all.
Theory for practicing Recombinant Fiction
Recombinant Fiction is composed of layering mediums, spaces, identities, and modes, which can be seen as
formally interconnected as a rhizome [3]. The rhizome reflects the abstract network structure, the configuration of the
Infosphere. The fiction is told through the convergence [4] of narrations broadcasted by networked media. Organized
and synchronized, these media create a rhizomatic space of narrative information that audiences can unfold and
participate with.
3. Stage
The convergence of narrative elements broadcasted by the media is facilitated by the semiological links that can be
created among them. Each media of the rhizome is directed organically to broadcast narrative elements of the story
that refer to each other. The networked convergence of scenographic elements creates a rhizomatic totality,
recognizable as single stage, where the story is told and evolves. This stage embodies the Infosphere, denoted by
the media that broadcast messages and by the messages themselves. The broadcasted narrative signs are linked
together in a network of signifiers, which constitutes the rhizome in which all the signs used in the narrative build the
environment of the fiction. As in semiotization [5] in theatre, in the Infosphere, signs present in the narrative rhizome
became functional to the construction of the fiction.
The fiction is unfolded by links that refer to each other, creating a semiotic networked storyline within which the
audience can be actively surrounded. This unfoldment should not have challenges or ludic elements. Instead, it
should simply be easy to interact with and readable by the audience.
Furthermore, this process of semiotization through linking, quoting, cloning signs of reality is designed to integrate
real entities into the fiction, transforming real-world patterns into fictional ones, and vice versa, fictional patterns of
the story might be perceivable as real.
Characters
Characters in the Recombinant Fiction use networked media to dialogue and articulate their messages. Characters
show their masks digitally created and tell their stories through the disseminated media of the Infosphere that fit and
build their personalities.
General identities and entities are made by bits of information broadcasted, which build their existences in the
Infosphere and influence directly their presence in the ordinary physical world. The informational body that is
broadcasted in the Infosphere can materialize the representation of the self, a general agency, and any activity. This
state of being empowers the characters of the fiction to enact their roles with masks that appear realistic and familiar
to the audience. Hence, the way characters use these media reveals personality traits and intensifies the emphatic
effect on audiences.
Considering the audience present in the rhizomatic stage of the fiction, they are able to unfold the story and follow
the characters' revelations with immediate ease, because characters and audience members share the same tools
of expression and communication. This enables the audience to participate in stories by converging their mediated
identities of the Infosphere into the rhizomatic narrative stage through their Personal Media (or other media of the
Infosphere) and by having direct conversations with the main characters or even creating new characters and adding
new elements to the dynamic storyline.
The audiences know how to have control over their own characters, since they build their identities and related
relationships with others through networked digital media in the everyday life. Often the projection of the self onto the
Infosphere is characterized by the attempt to appeal to others. This sort of internalization of the Spectacularization of
representation of the self facilitates the personal reinvention for the performative acting in the fiction.
Through their participation, audiences turn into characters of the fiction. As they develop their personas and create
new narrative aspects, the storyline takes shape and opens to new dramatic concepts. In their new participatory role,
4. the audience consciously performs a responsible act in the fiction's dual being, which is both inside the actual social
reality and in the fictional story. As the audience shapes the story, they become aware of its fictitious double identity.
Drama
The fiction uses variable forms of dramaturgical structures with interweaved situations among characters. The story
is told with dialogues, statements, monologues, public interventions, and actions about a fictional scenario that take
place in a storyline over the Infosphere's stage.
Characters tell about discoveries, conflicts, reversals, resolutions, and twists in their existences, through background
dramas of personal feelings and foreground plots of public fights. The fiction should trigger the original aims of
dramatization of human condition for cathartic functions, representation of possibilities, and escapism from daily
pressures through engaging stories.
In the first person narrative voice, main and minor characters communicate their experiences and claims directly to
the audience with their masks. Characters' voices are broadcast over any media functional to the expression of the
characters. Concurrently other media broadcast information to build the scenography and the atmosphere of the
drama.
The fiction is broadcasted live. Narrative situations happen in real time. Narrative information is communicated
simultaneously with the characters' declarations and dialogues, creating a fiction that occurs during a concentrated
span of time. Audiences are pervaded in the story as they find themselves engaged with the progress of fiction or as
they attend scheduled events.
The action line oscillates on a variable and mutable timeline. Multiple references among situations and characters on
the timeline make it unbroken and comprehensible as a complete reticulated sequence of narrative occurrences.
After the live broadcasting, the final documentation of all the narrative elements allows audiences to browse the
fiction permanently.
The drama is set in the present, with scenarios contextual to the contemporary society and scripts similar to the
ordinary behaviors of the audience. In order to thoroughly penetrate reality with an active fiction, the topic of the main
conflict in the fiction should be a real world social matter familiar to the audience and engaged with mainstream
media content.
Its fictional nature is announced; the audience must notice or perceive to attend at a fictional drama, through
narrative patterns blurred with real patterns, to involve the audience in an immersive fiction. Real and illusory events
come to inform each other. Memory and associative processes are subtly moving and shifting all times in relation to
the present context.
Tactical functions of the fiction
Over the course of human history, stories have always been used to understand and interpret reality, from religions
to ideologies, beliefs and identifications in large narratives defined civilizations. However it is in our mediated society
that stories replace realities in creating fragmented artificial worlds and capturing people's minds and imaginations
within them. Reality continues to be redefined not only by its narrated image as fabricated by the entertainment and
media industries, but recently also by the single individual who thinks and produces his/her own image to fit the
artificial worlds.
5. Only by dramatizing the artificial reality of the Infosphere audiences can understand and then change their physical
reality, over which they have recently lost control. Recombinant Fiction is about staging a drama inside the
Hyperreality and Spectacularization of society to engage participants in a process as political agents.
The endeavor toward an efficient modern drama with effective outcomes requires strategy on stages and mediums
as well as the employment of languages and aesthetics that speaks to the mindset of an individualized audience.
The educational, informative, and transformative purposes of the dramatic actions should be developed for
motivating and transforming audiences usually indifferent to social issues and for mobilizing victims of oppression.
This can be accomplished by infiltrating the audience's language and environments with stories and characters that
allure the attention and interest of the target. Through identification with the characters' dilemmas and public claims,
Recombinant Fiction becomes a useful tool to reach new and large audiences whilst creating concern for social
issues.
Tactical Recombinant Fiction can be a powerful art form to change human consciousness, demystify absurd beliefs,
undermine unethical powers, and inform on social problems through networked storytelling.
By Paolo Cirio.
Written in 2009, revised in 2018.
Quotes:
"There will be never winning over the system on the real layer [...] because the system relies on symbolic-violence", J. Baudrillard. [6]
"Theatre is a rehearsal for revolution no matter that the action is fictional; what matters is that is action!", A. Boal. [7]
Footnotes and theories that have inspired Recombinant Fiction:
" Recombinant Theatre " by Critical Art Ensemble
" Invisible and Forum Theatre " by Augusto Boal
" TransMedia Storytelling " and " Convergence Culture " by Henry Jenkins
" Dispersed Fiction " by Jason Nelson
" TransFiction " by Alok Nandi
Footnotes paper:
[1] "The digitalization and personal use of media technologies have destabilized the traditional dichotomization between mass communication
and interpersonal communication, and therefore between mass media and personal media."
Marika Lüders , ‘Conceptualizing personal media', New Media & Society, Vol. 10, No. 5, 683-702 ,2008
[2] "The infosphere denotes the whole informational environment constituted by all informational entities (thus including informational agents as
well), their properties, interactions, processes and mutual relations."
Luciano Floridi, ‘Ethics in the Infosphere', The Philosophers' Magazine, 6: 18-19, 2001.
[3] Related to the theory of Rhizome as "Principles of connection and heterogeneity: any point of a rhizome can be connected to anything
other, and must be."
G. Deleuze, F. Guattari 'A thousand plateaus: capitalism and schizophrenia' Continuum International Publishing Group, 2004
[4] "‘Convergence' must be understood as a process that has several different manifestation."
Henry Jenkins, ‘Convergence? I diverge', Technology Review, 2001.
[5] "The semiotization of an element of performance occurs when it appears clearly as the sign of something. Within the framework' of the
stage or the theatrical event, all that is presented to the audience becomes a sign that "wishes" to communicate a signified."
Patrice Pavis, Christine Shantz , ‘Dictionary of the theatre: terms, concepts, and analysis', University of Toronto Press, 1998.
[6] J. Baudrillard, ‘Symbolic Exchange and Death', Sage, London, 1993, ISBN 0803983999
[7] A. Boal, ‘Theatre of the Oppressed', Pluto Press, 2008, ISBN 0745328385