894 resultados para digital culture


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En los frescos que pintó Goya en la ermita de San Antonio de la Florida el artista aragonés no sólo creó nuevos mundos expresivos, sino que, enfrentándose a los cánones misóginos de la iglesia católica, rindió un homenaje a las mujeres que todavía en la actualidad sigue impresionándonos.

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This paper explores the relationship between the rise of “new” social movements (15-M and Occupy) and the Internet. The new social media gives rise to new kinds of social movements  which embed this technology from the moment of conception. The future of social movements will be characterised by movinets, which will have the effect of developing new efficient ways of activism. The movinets, with their embedded technology and capacity to circulate ideas among different spheres of reality, have a potential to alter the dynamics of social mobilisation.

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En los últimos años el término Economía Colaborativa se ha popularizado sin que, hasta el momento, haya sido definido de manera inequívoca. Bajo esta denominación se engloban experiencias tan diversas como bancos de tiempo, huertos urbanos, startups o grandes plataformas digitales. La proliferación de este tipo de iniciativas puede relacionarse con una multiplicidad de factores tales como el desarrollo tecnológico, la recesión económica y otras crisis superpuestas (medioambiental, de cuidados, de valores, de lo político) y un cierto cambio en los valores sociales. Entre 2014-2015 se han realizado dos investigaciones en Andalucía de manera casi paralela y con una metodología similar. La primera de ellas pretendía identificar prácticas de Economía Colaborativa en el entorno universitario. La segunda investigación identificaba experiencias de emprendimiento a nivel autonómico. A luz de los resultados obtenidos se plantea la siguiente cuestión sobre la naturaleza misma de la Economía Colaborativa: ¿nos encontramos ante prácticas postcapitalistas que abren el camino a una sociedad más justa e igualitaria o, más bien, estamos ante una respuesta del capital para, una vez más, seguir extrayendo de manera privada el valor que se genera socialmente? Este artículo, partiendo del análisis del conjunto de iniciativas detentadas en Andalucía, se centra en aquellas basadas en el software libre y la producción digital concluyendo cómo, gracias a la incorporación de ciertos aspectos de la ética hacker y las lógicas del conocimiento abierto, éstas pueden situarse dentro de un escenario de fomento de los comunes globales frente a las lógicas imperantes del capitalismo netárquico. 

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Expanding on the growing movement to take academic and other erudite subjugated knowledges and distill them into some graphic form, this “cartoon” is a recounting of the author’s 2014 article,  “Big Data, Actionable Information, Scientific Knowledge and the Goal of Control,” Teknokultura, Vol. 11/no. 3, pp. 529-54.  It is an analysis of the idea of Big Data and an argument that its power relies on its instrumentalist specificity and not its extent. Mind control research in general and optogenetics in particular are the case study. Noir seems an appropriate aesthetic for this analysis, so direct quotes from the article are illustrated by publically available screen shots from iconic and unknown films of the 20th century. The only addition to the original article is a framing insight from the admirable activist network CrimethInc. 

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In Marxist frameworks “distributive justice” depends on extracting value through a centralized state. Many new social movements—peer to peer economy, maker activism, community agriculture, queer ecology, etc.—take the opposite approach, keeping value in its unalienated form and allowing it to freely circulate from the bottom up. Unlike Marxism, there is no general theory for bottom-up, unalienated value circulation. This paper examines the concept of “generative justice” through an historical contrast between Marx’s writings and the indigenous cultures that he drew upon. Marx erroneously concluded that while indigenous cultures had unalienated forms of production, only centralized value extraction could allow the productivity needed for a high quality of life. To the contrary, indigenous cultures now provide a robust model for the “gift economy” that underpins open source technological production, agroecology, and restorative approaches to civil rights. Expanding Marx’s concept of unalienated labor value to include unalienated ecological (nonhuman) value, as well as the domain of freedom in speech, sexual orientation, spirituality and other forms of “expressive” value, we arrive at an historically informed perspective for generative justice. 

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The Borg, a collective of humanoid cyborgs linked together in a hive-mind and modeled on the earthly superorganisms of ant colonies and beehives, has been the most feared alien race in the Star Trek universe. The formidable success of the Borg in assimilating their foes corresponds to the astounding success of superorganisms in our own biosphere. Yet the Borg also serves as a metaphor for another collective of biological entities known as the corporation. In the Anthropocene epoch, corporations have become the most powerful force on the planet; their influence on the social world and the environment exceeds any government and may determine the continued sustainability of human life. Corporations have been described as people and as machines, but neither metaphor accurately describes their essence or contributes to an understanding that might resist their power. This paper reframes our understanding of the corporation by examining the metaphors that are used to describe it, and by suggesting an entirely new metaphor viewing the Borg and the corporation through the lens of sociobiology. I will argue that the corporation is a new form of superorganism that has become the dominant species on the planet and that the immense, intractable power of a globalized, corporate hive-mind has become the principal obstacle to addressing the planetary emergency of climate change. Reframing our metaphoric understanding of corporations as biological entities in the planetary biosphere may enable us to imagine ways to resist their increasing dominance and create a sustainable future. 

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Gracias al crecimiento, expansión y popularización de la World Wide Web, su desarrollo tecnológico tiene una creciente importancia en la sociedad. La simbiosis que protagonizan estos dos entornos ha propiciado una mayor influencia social en las innovaciones de la plataforma y un enfoque mucho más práctico. Nuestro objetivo en este artículo es describir, caracterizar y analizar el surgimiento y difusión del nuevo estándar de hipertexto que rige la Web; HTML5. Al mismo tiempo exploramos este proceso a la luz de varias teorías que aúnan tecnología y sociedad. Dedicamos especial atención a los usuarios de la World Wide Web y al uso genérico que realizan de los Medios Sociales o "Social Media". Sugerimos que el desarrollo de los estándares web está influenciado por el uso cotidiano de este nuevo tipo de tecnologías y aplicaciones. 

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Reseña: López-Pellisa, T. (2015) Patologías de la realidad virtual. Cibercultra y ciencia ficción. Madrid/México D. F.: Fondo de Cultura Económica. ISBN: 9788437507316, 279 pgs.

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Este editorial establece las coordenadas de contenido del presente monográfico donde se sugieren dos rutas de lectura y formas posibles de desplazamiento. Una de éstas rutas  muestra las asimetrías, las formas de exclusión y al mismo tiempo las formas de apropiación de las tecnologías desde América Latina y España. La segunda opta por trabajos provocadores  que sugieren nuevas metáforas y aproximaciones conceptuales para repensar la contemporaneidad.

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Thesis (Ph.D.)--University of Washington, 2016-07

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My research explores film’s nascent relationship to the late nineteenth century stage. It argues that the emergence of digital culture has seen a focus on the technological rather than performative history of film and new media. This means that what we accept as ‘the cinema’ often denies or elides the theatrical practices that were brought into the nascent media. My interest, in particular, is the narrative theatrical film before World War One. Particularly in Australia, which is credited with having ushered in the longer playing feature film format with the release of The Story of the Kelly Gang, these pre-teen years are fundamental to a proper understanding of our larger contribution to the global film industry.

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Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance of digital culture and communication forms in many young people's lives and the multiple forms of literacy students engage with as they work, interact and play. Amongst these, videogames, whether played on PCs, laptops, wiis, or on mobile devices of various kinds stand out as highly popular, engaging and sophisticated emergent cultural forms. Drawing on research in Australian secondary schools over a number of years, this paper describes approaches to working with games in the English classroom, and presents a model for critical games literacy which entails thinking of games as both text and action. It describes the ways in which the model might be used for planning and teaching with and about games, stressing the active nature of games and play, and calling on understandings of literacy as design.

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This essay examines Neil Taylor’s (1945-) animations, situated between the moving image, performance and sculpture and in the shadows of his recognised wire-based sculptural practice. Taylor’s animations automatically inscribe the surfaces of flipbooks and note pads, (Short Lives 1980-90) cash register rolls (Roll Film 1990) and are enhanced by hand-made ‘machines’ (Copy Copy 1998) designed to shape this idiosyncratic activity. These short films are part of an avant-garde project ‘that continues to explore the physical properties of film and the nature of perceptual transactions which take place between viewer and film.’ (John Hanhardt, 1976: 44). Taylor’s practice is additionally placed, through Vilem Flusser’s ‘technical image’ in relation to the ascendancy of digital culture, and Pierre Bourdieu’s ‘habitus’ is used to frame both Taylor’s art and teaching practice, in order to examine the discounting of the technical classes that these fields of production consistently perform.

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Networked learning practices are impacting the field of cultural heritage, both tangible and intangible, with implications for the way in which places of cultural significance are understood, managed, documented, engaged with and studied. Our research explores the intersection between walking, photography, technology and learning, investigating how mobile devices can be used to foster community participation and assess social value within a networked framework for digital heritage. The paper introduces CmyView, a mobile phone application and social media platform in development, with a design concept grounded on both digital heritage and networked learning perspectives. CmyView encourages people to collect and share their views by making images and audio recordings of personally meaningful sites they see, while walking outdoors. Each person’s walking trajectory (along with their associated images and audio files) then becomes a trace-able artefact, something potentially shareable with a community of fellow walkers. The aim of CmyView is to encourage networked heritage practices and community participation, as people learn to assess their own and experience others social values of the built environment. Drawing on a framework for the analysis and design of productive learning networks, we explore the educational design of CmyView arguing that the platform offers a space for democratic heritage education and interpretation, where participatory urban curatorship practices are nurtured. CmyView reframes social value as dynamic, fluid and located within communities, rather than fixed in a place. The paper presents preliminary findings of the activity of a group of four undergraduate students at an Australian university, who used CmyView to explore the immediate surroundings of their campus. Participants interacted with the platform, mapping, capturing, audio recording their impressions and sites of interest in their walks. In so doing, they created shareable trajectories, which were subsequently experienced by the same group of participants on a second walk. The paper concludes with a discussion about the impact of our research for the design of mobile technologies that embrace participation and sharing, through a networked learning perspective. The paper brings together concepts that sit at the intersection of previously separate fields, namely digital heritage and networked learning, to find their synergies.

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The Celebrity Persona Pandemic explores how the construction of a public persona is fetishized in contemporary culture. As social media has progressively led to a greater focus on the production of the self, so this book looks at the most visible versions of persona through figures such as Stephen Colbert, Cate Blachett, and Justin Bieber, as well as fictional characters like Spock and Harry Potter. Ultimately, P. David Marshall closely studies how persona culture shapes our notions of value and significance, and dramatically shifts cultural politics.