36 resultados para Digital culture

em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"


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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC

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Pós-graduação em Comunicação - FAAC

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The Information Society (IS) may be taken as a geopolitical organization which started after the Third Industrial Revolution, having direct impact on the use of information and Information and Communication Technologies (ICT). The expression arose as techno-social paradigm change in the post-industrial society, aiming to use information as currency to the society-in-progress at that time. In Brazil it has become stronger with the Programa Sociedade da Informação no Brasil-Livro Verde, lunched by the Ministerio da Ciência e Tecnologia, in September 2000 without any discussion with the civil society to formulate the main document. Our main goal in this article is to discuss the Information Society in contemporary times, and also the organized and conscious use of information, looking for key-concepts to a better understanding of it, from some topics as digital inclusion-exclusion to the use of digital informational resources.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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This monograph discuss the postmodernity social reality issues, emphasizing cultural, communicational, technological and informational extents. Via data collection through specific literature, and sources of different medias( internet, books, comic books, movies, novels, sociological, informational, technological, communicational and humanistic theories) behavioral patterns could be analyzed and the postmodern technological,informational and communicational reality as well, and how they mutually influence the “digital culture” construction (also called cyberculture). The results of this research were used to build a narrative which suits the new culture in development both in shape and in content: the scrip “Hotel Seol”. Therefore, “Hotel Seol” is consisted of an interactive and hypermedia narrative, in which the main reference sources are the study mentioned above, cyberpunk science fiction genre and “Hell”-first part of the book “Divine Comedy”, by DanteAlighieri

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Currently with the context of the Internet, especially on online social networks, it is observed that people and companies are establishing relationships both online and offline. The new digital culture and the competitiveness of the market are making companies change the way they communicate with their customers, providing a broader and more participative communication with their stakeholders. This resear chaims to understand the relation of corporate communication and Public Relations and from the conceptualization of the trials will detect the relationship processes of companies and their public in online social networks. Understand this type of relation ship is interesting because that, it is the field of the Public Relations professional. An area that grows in importance in today's market, since Facebook is being used as a channel of communication and relationship with consumers. The methodology used is exploratory research, in which, it aims to familiarize themselves with the subject and the possibility of analyzing three examples of relationships and engagement in the corporate communications field. In this case, the ranking of the top three companies, Coca-Cola, Guaraná Antarctica e Mc Donald's, in the Top Facebook Posts Brazil in January 2015. It is important that to have a Public Relations Professional that is able to create an open channel of communication on social networks with the purpose of detecting the characteristics of the target public and promote the participation of such public in the building of content and the innovative organization process. Therefore, it becomes an engaging and everlasting relationship

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The purpose of this paper is to discuss the concept of e-sports (or electronic sports) in sports journalism in transmedia context. To achieve this goal are performed refl ections on the current concept of sport, the strong presence of game culture in contemporary society and their implications in the media ecosystem through the presentation of an on-line platform for electronic sports, called Twitch. Th is thread moves into a new media ecosystem created in interdisciplinary sphere that encompasses sports and media & technology. In this environment sports and video games seek merge into the concept of e-sport (electronic sport), a phenomenon of contemporary digital culture.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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The uses of Information and Communication Technologies (ICT) and Web environments for creation, treatment and availability of information have supported the emergence of new social-cultural patterns represented by convergences in textual, image and audio languages. This paper describes and analyzes the National Archives Experience Digital Vaults as a digital publishing web environment and as a cultural heritage. It is a complex system - synthesizer of information design options at information setting, provides new aesthetic aspects, but specially enlarges the cognition of the subjects who interact with the environment. It also enlarges the institutional spaces that guard the collective memory beyond its role of keeping the physical patrimony collected there. Digital Vaults lies as a mix of guide and interactive catalogue to be dealt in a ludic way. The publishing design of the information held on the Archives is meant to facilitate access to knowledge. The documents are organized in a dynamic and not chronological way. They are not divided in fonds or distinct categories, but in controlled interaction of documents previously indexed and linked by the software. The software creates information design and view of documental content that can be considered a new paradigm in Information Science and are part of post-custodial regime, independent from physical spaces and institutions. Information professionals must be prepared to understand and work with the paradigmatic changes described and represented by the new hybrid digital environments; hence the importance of this paper. Cyberspace interactivity between user and the content provided by the environment design provide cooperation, collaboration and sharing knowledge actions, all features of networks, transforming culture globally. © 2011 - IOS Press and the authors. All rights reserved.

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The contemporaneous culture presents new con ditions of interaction with the information flows in the knowledge construction. Multidimensional codifications stimulate the brain and impress meaning to concepts initially empty. Culture is redefined as mosaic-culture, composed by a diversity of media and by immersion in the messages' sphere. In emerge nt countries like Brazil that propose to capacitate citizens for action and for interaction, the aims should imply the respect to the cultural specificities and in the real improvement of the citizens welfare. Information Science in this context must seek theorizations and practices that contribute to social improvements, capacitating and a better understanding of the challenges of Social Web. If the PISA examination demonstrates the County's frailness relating to the information, the 2011 Unicef report point to opportunities. The Universities have an essential role in the capacitating and in the creation of professional contingents, developing their own potentialities in the study, research and knowledge production for a better use of the Information and Communication Technologies. The man-machinery interfaces offer new problems to be dealt together with the literacy lags in Brazil: if information needs to be communicated to re-elaborate in knowledge, its representational supports need to be learnt as technological processes. Implementing informational ambiences studies will produce material for analyses, for the understanding and for the cultural practices importation, converting them to the contextualization of the Country's needs.