Search results for "Digital culture"
showing 10 items of 27 documents
Sembra facile dire Metaverso
2023
La "logica culturale" del Metaverso risiede nel sua natura gaming e nel suo carattere di media spaziale. The "cultural logic" of the Metaverse lies in its gaming nature and spatial media character.
Digital Pandemic - Tecnologie alla prova delle pratiche
2020
Le tecnologie alla prova del Lockdown Covid: quali tecnologie, quali emergenze e quali orizzonti Technologies to the test of the Covid Lockdown: which technologies, which emergencies and which horizons
Per una programmazione culturale (post)digitale
2022
A reflection on the role of digital technologies in the cultural planning of a city.
Blueprint - Pratiche culturali trasformative e urgenti
2020
Blueprint is a collection of artistic and cultural digital practices born during the lockdown
Rendering in corso...
2022
Introduzione al libro "Gaming" di Alexander R. Galloway Introduction to Alexander R. Galloway's "Gaming" book
Digital culture in order to introduce the socio-ecological transition: the case of the Fontaine d'Ouche territory in Dijon
2012
International audience
Cybertext Challenge
2007
This article discusses the changing role of literature in the contemporary media landscape. Literary scholarship may well maintain its importance in the digitalizing world, but this requires it to engage in an open dialogue with cultural and media studies. It is important that more attention is paid to contemporary literature as well as to new media offering significant pedagogical possibilities, which should be better acknowledged. The article's main focus is on the emerging field of digital literature. Cybertextuality, especially, is fundamentally changing our notions of the integrity of a literary work, reading, writing and interpretation. I attempt to describe and put into context one …
ITCs on socio-ecological transition's issues : The case of Fontaine d'Ouche area in Dijon (Burgundy, France)
2012
International audience
Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research
2021
This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological imp…
Short films : dispersive effects of clip thinking
2013
The New Media have a vast influence on human mind and its cognitive functions. Clip thinking is a state of perception, knowledge and, therefore, consciousness that is formed by the perceptual patterns based on deconstruction of narratives. Practically, the main symptoms of clip thinking are the following: the lack of concentration while dealing with narratives, the incline to multitask work and random access to the information as well as an urge for immediate answers and the frustration if such an answer is impossible to get. Clip thinking is based on the database logic as an opposite to narrative. The present thesis discusses the clip thinking in terms of New Media theory of Lev Manovich a…