Download Mashup Cultures by Stefan Sonvilla-Weiss PDF

By Stefan Sonvilla-Weiss

This quantity brings jointly state-of-the-art thinkers and students including younger researchers and scholars, offering a colorful spectrum of media-theoretical, -practical and -educational methods to present inventive practices and strategies of construction and intake off and on the internet. in addition to the exploration of a few of the rising social media thoughts, the publication unveils the various key drivers resulting in participatory engagement of the User.

Mashup Cultures provides a broader view of the results and results of present remix practices and the recombination of latest electronic cultural content material. The complexity of this ebook, which appears to be like at the get together of the 5th anniversary of the foreign MA research software ePedagogy layout visible wisdom development, additionally by way of necessity seeks to familiarize the reader with a profound thesaurus and vocabulary of net 2.0 cultural techniques.

With contributions through Axel Bruns, Brenda Castro, Doris Gassert, David Gauntlett, Mizuko Ito, Henry Jenkins, Owen Kelly, Noora Sopula & Joni Leimu, Torsten Meyer, Eduardo Navas, Christina Schwalbe, Stefan Sonvilla-Weiss, Wey-Han Tan and Tere Vadén & Juha Varto.

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The project of the Virtual Art Garden is grounded in the aspect of collaboration as an aim in the user experience, but the design itself is also a collaborative process: experiences and knowledge from people in different fields, mainly those in Art Education who have been involved as a user group, have been influencing the design process through all its phases. The result of the project is a hi-fi prototype for a desktop Web browser developed together with Alfredo Rodríguez Montemayor. A following stage could include the design and prototype of a mobile version and the proposal for a beta implementation.

As he utters these words, looking straight into the camera, at us, the picture on screen starts to vibrate, more violently by the second, until the perforations on both sides of the film become visible on screen – creating “the illusion of the celluloid itself jumping off track as it move[s] through the projector”1 (cf. fig. 1). Then Tyler turns away and leaves, as the movie’s narrative cuts to another scene. Was this the end of the reel (real) world? Vacillating between black humor, hilarious irony and pungent cynicism, David Fincher’s Fight Club (USA 1999), based on Chuck Palahniuk’s novel, violently depicts the existential struggle of a nameless protagonist and first-person (off-voice) narrator in late capitalist American consumer society and his way to literally being ‘punched to his senses’.

The interaction design of the Virtual Art Garden thus intends to determine the feasibility of participatory behaviour to influence the creation of visual-based knowledge. Knowledge building, a term which refers to the way societies learn in a world of information reachable through pervasive media (Scardamalia 2003), is a result of a selective gathering of data and its application in real situations. The process of creating knowledge is nowadays closely related to digital media: the way communities of practice emerge with the aim of sharing, transforming, and producing information evolves into a digital data landscape that transforms the world itself.

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