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.

Settore L-ART/06 - Cinema Fotografia E TelevisioneMetaverse postdigital digital media digital culture
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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

Settore L-ART/06 - Cinema Fotografia E TelevisioneNew media new technologies digital cultureNuovi media nuove tecnologie cultura digitale
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Per una programmazione culturale (post)digitale

2022

A reflection on the role of digital technologies in the cultural planning of a city.

Settore L-ART/06 - Cinema Fotografia E Televisionedigital culture
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Blueprint - Pratiche culturali trasformative e urgenti

2020

Blueprint is a collection of artistic and cultural digital practices born during the lockdown

Settore L-ART/06 - Cinema Fotografia E Televisionedigital culture postcinema
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Rendering in corso...

2022

Introduzione al libro "Gaming" di Alexander R. Galloway Introduction to Alexander R. Galloway's "Gaming" book

Settore L-ART/06 - Cinema Fotografia E Televisionegaming videogames postmedication algorithmic society digital culturegaming videogame posticnema società algoritmica cultura digitale
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Digital culture in order to introduce the socio-ecological transition: the case of the Fontaine d'Ouche territory in Dijon

2012

International audience

Territorial Intelligence[SHS.ANTHRO-SE] Humanities and Social Sciences/Social Anthropology and ethnology[ SHS.ANTHRO-SE ] Humanities and Social Sciences/Social Anthropology and ethnologyFacebook[SHS.INFO]Humanities and Social Sciences/Library and information sciences[ SHS.INFO ] Humanities and Social Sciences/Library and information sciencessustainable consumptionInteligencia Terriorial[SHS.ANTHRO-SE]Humanities and Social Sciences/Social Anthropology and ethnology[SHS.INFO] Humanities and Social Sciences/Library and information sciencesComputingMilieux_MISCELLANEOUSdigital culturevirtual community
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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 …

Visual Arts and Performing ArtsMultimedia05 social sciences050401 social sciences methods050301 educationHypermediacomputer.software_genreElectracyEducationlaw.inventionVisual artsDigital cultureScholarship0504 sociologylawSociologyHypertext0503 educationCybertextcomputerArts and Humanities in Higher Education
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ITCs on socio-ecological transition's issues : The case of Fontaine d'Ouche area in Dijon (Burgundy, France)

2012

International audience

[SHS.INFO]Humanities and Social Sciences/Library and information sciencesICT[ SHS.INFO ] Humanities and Social Sciences/Library and information sciencessocio-ecological resiliencesocio-ecological transitionComputingMilieux_MISCELLANEOUSdigital culture[SHS.INFO] Humanities and Social Sciences/Library and information sciencesvirtual community
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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…

bepress|Arts and Humanities|Film and Media Studiesbepress|Arts and Humanities|Art and Design|Interdisciplinary Arts and Mediavideopelitbepress|Arts and Humanities|PhilosophyAmong Usbepress|Social and Behavioral Sciences|Communicationbepress|Social and Behavioral Sciences|Anthropology|Other Anthropologypelikulttuuribig-team sciencebepress|Arts and Humanities|Digital Humanitiesdigitaalinen kulttuuritutkimusmenetelmätCyberpunk 2077anthropologybepress|Social and Behavioral Sciences|Science and Technology Studiestutkimusryhmätvirtuaalimaailmabepress|Social and Behavioral Sciences|Anthropologybepress|Social and Behavioral Sciences|Other Social and Behavioral Sciencesetnografiabepress|Arts and Humanities|Art and Designbepress|Arts and Humanities|Other Languages Societies and Culturesmetodologiamethodologybepress|Social and Behavioral Sciences|Anthropology|Social and Cultural AnthropologyComputer Graphics and Computer-Aided DesignComputer Science ApplicationsHuman-Computer Interactionbepress|Arts and Humanities|Film and Media Studies|Other Film and Media Studiesbepress|Arts and Humanities|Art and Design|Game Designbepress|Social and Behavioral Sciencesbepress|Arts and Humanitiesdigital culturequalitative research
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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…

cognitionnarrativekognitiodigitaalinen kulttuurielokuvakertomuksetmontageuusmediamontaasiComputingMilieux_MISCELLANEOUSdigital culturelyhytelokuvat
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