728 resultados para New media literacy
Resumo:
La gráfica se encuentra en un proceso de simbiosis con la cultura visual en el que la tecnología de la imagen, la descentralización de la matriz y la adaptación del formato expositivo se funden con el resto de las actividades artísticas. El análisis de las comunidades formadas alrededor de esta práctica configura un puzzle, aparentemente bien encajado, que se divide entre el formalismo y el conceptualismo y entre la idea y el proceso. Las bienales y trienales, a la vanguardia del discurso, cuestionan cualquier concepto que se haya podido asentar con solidez: ante la decadencia del proceso artesanal el mensaje se profundiza nutriéndose de la invectiva provocada por las contradicciones sociales, territoriales y medioambientales para convertirse en un reflejo de la sociedad contemporánea. Comprender la gráfica actual pasa por un ejercicio de aperturismo y un proceso de adaptación al cambio técnico e iconográfico de los sectores implicados. El grabado es ahora un territorio en el que la integración de todas las artes permite cruzar sus fronteras con fluidez.
Patrimonio e Identidad en la Investigación Educativa Basada en las Artes desde un Enfoque Multimodal
Resumo:
Este artículo describe dos experiencias de investigación de nuestro grupo interconectadas, la primera desarrollada durante el año 2007 a través del proyecto internacional CALVINO del Programa Cultura 2000 de la Unión Europea, y la segunda implementada durante el año 2014 en el marco del Proyecto Investigación e Innovación en Secundaria en Andalucía (PIIISA). Ambos proyectos tienen en común el eje temático de la identidad a partir de una idea de patrimonio y el hecho de haber puesto en práctica metodologías de investigación basadas en las artes visuales con un enfoque multimodal. Desde estos dos puntos de anclaje relativos a la temática (qué) y a la metodología (cómo) analizamos lo acontecido para obtener conclusiones relevantes que, por una parte, pongan en valor estas prácticas significativas y, por otra, aporten nuestra experiencia para futuras propuestas de investigación en el ámbito temático y/o metodológico.
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In the digital age, the hyperspace of virtual reality systems stands out as a new spatial concept creating a parallel realm to "real" space. Virtual reality influences one’s experience of and interaction with architectural space. This "otherworld" brings up the criticism of the existing conception of space, time and body. Hyperspaces are relatively new to designers but not to filmmakers. Their cinematic representations help the comprehension of the outcomes of these new spaces. Visualisation of futuristic ideas on the big screen turns film into a medium for spatial experimentation. Creating a possible future, The Matrix (Andy and Larry Wachowski, 1999) takes the concept of hyperspace to a level not-yet-realised but imagined. With a critical gaze at the existing norms of architecture, the film creates new horizons in terms of space. In this context, this study introduces science fiction cinema as a discussion medium to understand the potentials of virtual reality systems for the architecture of the twenty first century. As a "role model" cinema helps to better understand technological and spatial shifts. It acts as a vehicle for going beyond the spatial theories and designs of the twentieth century, and defining the conception of space in contemporary architecture.
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An issue on Networked Performance produceed by Neural for which I was invited to deliver an interview on network performance. Neural is a printed magazine established in 1993 dealing with new media art, electronic music and hacktivism. It was founded by Alessandro Ludovico and Minus Habens Records label owner Ivan Iusco in Bari (Italy).
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No presente trabalho, analisamos através das respectivas narrativas, a formação e ação de dois diferentes grupos de Educadores de Infância, um brasileiro e um português. A formação e o exercício profissional serão analisados no contexto de dois jardins de infância, no Rio de Janeiro (público) e em Aveiro (semi-privado/Instituição Privada de Solidariedade Social). Selecionamos Brasil e Portugal devido às semelhanças das circunstâncias em que as respectivas práticas profissionais/pedagógicas ocorrem: língua, tradições, modos similares do fazer em Educação de Infância. Analisamos as opiniões das educadoras, todas a exercer a profissão há mais de cinco anos, visando esclarecer as singularidades e aspectos em comum na formação e na prática profissional dessas docentes de ambos os países. Além disso, almejamos elucidar as dificuldades, tensões e questões que forjaram o respectivo percurso, em ordem a identificar a forma como gerem o conhecimento acadêmico e o conhecimento baseado na experiência, e a sua própria prática pedagógica, e (em ordem) a analisar as relações que promovem com as crianças, as suas famílias e outros agentes educativos envolvidos. Finalmente, pretendemos refletir sobre o modo como as educadoras lidam com as mudanças em curso neste mundo globalizado, com as transformações sociais e econômicas, com os novos meios de informação e produção do conhecimento, assim como com as alterações nos valores e costumes do universo multicultural dos nossos dias.
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As últimas décadas têm sido caracterizadas por uma crescente indefinição do design, que refletindo um dia-a-dia cada vez mais complexo, não pode mais ser encarado como actividade fechada no projecto e acabada no produto. O seu universo aumentou e dispersou-se em mercados menores, alargando o seu alcance e sua importância, transformando-o em termo quantitativo e inflacionário. A crescente atenção de que é alvo dramatizou a sua relação com o consumo, o ruído nas prateleiras e a superficialidade da generalização de uma perspectiva do projecto focada nos new media, validando uma abordagem narcisista e de dispensa do diálogo com a indústria, tornaram-no sinónimo de especial. Este trabalho procura confirmar e refletir sobre a existência de um universo de produtos concretos e abordagens que de forma consciente partilham esta noção do contexto actual, em primeiro lugar, sugerindo caminhos alternativos e reacções resultantes da prática e discurso. Em segundo lugar procura analisar se tal reacção pode ser considerada como um movimento. Partindo de uma revisão bibliográfica, e de uma reflexão sobre um universo de produtos do dia-a-dia, procura-se, em terceiro lugar, interpretar e organizar as diversas formas e estratégias de rejeição da noção de design especial. Da procura de abordagens opostas a especial resulta uma ideia base de normal, normal sem ser banal, expressa na exposição Super Normal. Da extensão a um universo maior de produtos, reacções e autores, resulta a ideia de normal como um conceito mais abrangente, mas composto por conceitos menores, mais específicos, mais concretos e fáceis de identificar nos objectos. A organização e interpretação dessas abordagens resulta num triângulo de conceitos que constroem a noção de normal pela procura da evolução por recurso à memória e ao conhecimento, da invisibilidade pela integração e diluição do produto e projecto, e da liberdade como meio de adequação ao contexto actual. O livro resultante reflete uma abordagem definida de uma época, e não todo o panorama. A sistematização do conceito de normal a partir da segmentação em ideias menores, mais concretas e identificáveis nos produtos, procura proporcionar a consulta organizada de reacções ao contexto dominante actual, à ideia de especial, mas mais do que regras, procura fornecer um documento de reflexão a visitar no acto de projectar, seja como um todo, ou em partes.
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E-poltergeist takes over the user’s internet browser, automatically initiating Web searches without their permission. Web-based artwork which explores issues of user control when confronted with complex technological systems, questioning the limits of digital interactive arts as consensual reciprocal systems. e-poltergeist was a major web commission that marked an early stage of research in a larger enquiry by Craighead and Thomson into the relationship between live virtual data, global communications networks and instruction-based art, exploring how such systems can be re-contextualised within gallery environments. e-poltergeist presented the 'viewer' with a singular narrative by using live internet search-engine data that aimed to create a perpetual and virtually unstoppable cycle of search engine results, banner ads and moving windows as an interruption into the normal use of an internet browser. The work also addressed the ‘de-personalisation’ of internet use by sending a series of messages from the live search engine data that seemed to address the user directly: 'Is anyone there?'; 'Can anyone hear me?', 'Please help me!'; 'Nobody cares!' e-poltergeist makes a significant contribution to the taxonomy of new media art by dealing with the way that new media art can re-address notions of existing traditions in art such as appropriation and manipulation, instruction-based art and conceptual art. e-poltergeist was commissioned ($12,000) for 010101: Art in Technological Times, a landmark international exhibition presented by the San Francisco Museum of Modern Art, which bought together leading international practitioners working with emergent technologies, including Tatsuo Miyajima, Janet Cardiff, Brian Eno. Peer recognition of the project in the form of reviews include: Curating New Media. Gateshead: Baltic Centre for Contemporary Art. Cook, Sarah, Beryl Graham and Sarah Martin ISBN: 1093655064; The Wire; http://www.wired.com/culture/lifestyle/news/2000/12/40464 (review by Reena Jana); Leonardo (review Barbara Lee Williams and Sonya Rapoport) http://www.leonardo.info/reviews/feb2001/ex_010101_willrapop.html All the work is developed jointly and equally between Craighead and her collaborator, Jon Thomson, Slade School of Fine Art.
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Interactive gallery installation which playfully re-contextualised online news feeds from CNN’s website with a soundtrack of found music in order to comment on an online environment where 'serious' news and trivial 'infotainment' often occupy the same space. ‘CNN Interactive just got more interactive’ aimed to investigate the balance between information and ‘info-tainment’ on the web. It demonstrated how the authority and presence of global news corporations online could be playfully subverted by enabling the audience to add a variety of emotively titled soundtracks to the monolithic CNN Interactive website. The project also explored how a work could exist dually as website and gallery installation. ‘CNN interactive’ contributes to the taxonomy of new media art as a new form of contemporary art. One of the first examples in the world of a gallery installation using live Internet data, it is also one of the first attempts in a new media art context to address how individuals respond to and comprehend the changed nature of the news as an immediate phenomenon as relayed by network communications systems. 'CNN interactive’ continues Craighead and Thomson’s research into how live digital networked information can be re-purposed as artistic material within gallery installation contexts but with specific reference to online-international news events, rather than arbitrary data sources (see e-poltergeist, output 1). ‘CNN Interactive’ was commissioned by Tate Britain for the exhibition ‘Art and Money Online’. This was the first gallery exhibition in Tate Britain featuring work that utilised and explored new media as an artistic area, and the first work commissioned by the Tate to operate simultaneously as an online gallery artwork. Selected reviews and citations include ‘Digital Art’ by Christiane Paul, 2003; ‘Internet Art: The Online Clash of Culture and Commerce’ by Julian Stallabrass. (2002); ‘Thomson & Craighead’ by Lisa Le Feuvre for Katalog Journal of Photography and Video, Denmark. All work is developed jointly and equally between Craighead and her collaborator, Jon Thomson, (Slade).
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Online artwork which streams web-cam images live from the Internet and re-mixes them into disjointed narrative sequences, thereby producing cinema as a 'found object' made entirely of live material streamed from the internet. ‘Short Films about Flying’ is an online film which explores how a cinematic work can be generated using live material from the internet. The work is driven by software that takes surveillance video from a live camera feed at Logan Airport, Boston, and combines this with randomly grabbed audio from the web and texts taken from websites, chat rooms, message boards etc. This results in an endless open edition of unique cinematic works in real-time. By combining the language of cinema with global real-time data technologies, this work is one of the first new media artworks to re-imagine the internet in a different sensory form as a cinematic space. ‘Short Films about Flying’ was developed over the course of a year in collaboration with Jon Thomson (Slade) to explore how the concept of the found object can be re-conceptualised as the found data stream. It has informed other research by Craighead and Thomson, such as the web project http://www.templatecinema.com, and began an examination into relationships between montage and live virtual data –an early example of which would be ‘Flat Earth’, an animated work developed for Channel 4 in 2007, with the production company Animate. This piece has been cited in discussions on new media art, as a significant example of artworks using a database as their determining structure. It was acquired for the Arts Council Collection and has continuously toured significant international venues over the last 4 years. Citations include:’ Time and Technology’ by Charlie Gere (2006); 'The Wrong Categories' by Kris Cohen (2006); 'Networked Art - Practices and Positions' edited by Tom Corby (Routledge 2005) and Grayson Perry in The Times (9.8.06).
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‘Making space for queer-identifying religious youth’ (2011–2013) is an Economic and Social Research Council (ESRC)-funded project, which seeks to shed light on youth cultures, queer community and religiosity. While non-heterosexuality is often associated with secularism, and some sources cast religion as automatically negative or harmful to the realisation of lesbian, gay, bisexual and transgender (LGBT) identity (or ‘coming out’), we explore how queer Christian youth negotiate sexual–religious identities. There is a dearth of studies on queer religious youth, yet an emerging and continuing interest in the role of digital technologies for the identities of young people. Based on interviews with 38 LGBT, ‘religious’ young people, this article examines Facebook, as well as wider social networking sites and the online environment and communities. Engaging with the key concept of ‘online embodiment’, this article takes a closer analysis of embodiment, emotion and temporality to approach the role of Facebook in the lives of queer religious youth. Furthermore, it explores the methodological dilemmas evoked by the presence of Facebook in qualitative research with specific groups of young people.
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This piece is a short rejoinder to César Bolaño’s paper The Political Economy of the Internet and related articles (e.g., Comor, Foley, Huws, Reveley, Rigi and Prey, Robinson) that center around the relevance of Marx’s labor theory of value for understanding social media. I argue that Dallas Smythe’s assessment of advertising was made to distinguish his approach from the one by Baran and Sweezy. Smythe developed the idea of capital’s exploitation of the audience at a time when both feminist and anti-imperialist Marxists challenged the orthodox idea that only white factory workers are exploited. The crucial question is how to conceptualize productive labor. This is a theoretical, normative, and political question. A mathematical example shows the importance of the “crowdsourcing” of value-production on Facebook. I also point out parallels of the contemporary debate to the Soviet question of who is a productive or unproductive worker in the Material Product System.
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Dissertação apresentada à Escola Superior de Comunicação Social para obtenção de grau de mestre em Publicidade e Marketing.
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As questões de liderança de opinião tornaram-se um tema cada vez mais interessante na nossa contemporaneidade. Quer se considere, ou não, que os ditos “novos media” provocaram uma revolução na forma como interagimos, o que é inquestionável é o seu papel na forma como somos influenciados e influenciamos, pelo menos, no que às sociedades ditas como desenvolvidas se refere. Partindo do interesse pelo estudo do word-of-mouth eletrónico, esta dissertação pretende contribuir para um melhor conhecimento do Twitter enquanto instrumento de influência. De um ponto de vista empírico este trabalho centrou-se na análise do Twitter de Arianna Huffington e dos seus seguidores no Twitter.
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Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Jornalismo.