Collective Intelligence, Crowdsourcing, Open Science, Open Innovation
Wu Ming e l'arte del Campionamento: Bit generation e cultura del remix
published in: Canova Gianni (a cura di), Drammaturgie multimediali, Milano, Unicopli., 2009
Se da un lato la pratica dell'appropriazione e della rielaborazione di forme culturali precedenti è sempre esistita –... more
Se da un lato la pratica dell'appropriazione e della rielaborazione di forme culturali precedenti è sempre esistita – i romani hanno “remixato” l'antica Grecia (secondo la feconda metafora di Lev Manovich) – oggi si sta estendendo ad ogni dominio della produzione culturale. Un grafico che lavora su un poster e un musicista che costruisce un brano remixano entrambi vecchie composizioni. Difficilmente creano qualcosa ex-novo. E soprattutto condividono lo stesso continuum tecnologico: il computer come mezzo di produzione e comunicazione del proprio lavoro. Usano quindi le stesse applicazioni: “taglia e incolla”, zoom, modifica di variabili (colori, tonalità, font, volumi, frequenze, equalizzazioni, ecc..). Il computer si è sostituito al pennello, alla macchina da scrivere, allo strumento musicale, è diventata una “remediation machine”: una macchina in grado di simulare e contenere media precedenti. Bolter e Grusin chiamano “remediation” la “rappresentazione di un medium all'interno di un altro”3. Ogni nuovo medium, secondo loro, non fa che “rimediare” quelli precedenti. L'analisi di Bolter e Grusin era già stata anticipata da uno dei padri dell'informatica, Alan Kay, che già negli anni settanta descriveva il computer come un metamedium:
"Il computer è un medium che può simulare dinamicamente le caratteristiche di altri mezzi di comunicazione. Non è uno strumento, anche se può prendere il posto di molti strumenti. E' il primo metamedium, e possiede un grado di libertà di rappresentazione ed espressione mai incontrati prima d'ora e mai investigati".
La differenza con l'antichità è soprattutto quantitativa. Abbiamo più materiale a disposizione per il remix (internet) e abbiamo strumenti che ci facilitano nel remix (software e applicazioni web). Al momento però gli unici campi dove il remix e il campionamento sono stati istituzionalizzati, “sdoganati” e considerati legittimi sono la musica e la programmazione informatica, eppure pratiche di replicabilità simili le troviamo in altri domini dell'arte, dalla letteratura al cinema alla fotografia al design.
Analizzeremo queste pratiche dalla musica alla rete e nell'ultima parte ci concentreremo sulla letteratura, un dominio dove le pratiche di remix sono ormai state ampiamente incorporate tra le tattiche di scrittura degli autori ma senza una esplicita legittimazione.
La participación como bien de consumo: una aproximación conceptual a las formas de implicación de los usuarios en proyectos audiovisuales colaborativos
This paper focuses on the concept of participation, widely used —and also contested— in relation to the engagement of... more This paper focuses on the concept of participation, widely used —and also contested— in relation to the engagement of users in the creation of media content.on the internet. particularly, our interest lies in the participation of publics in the design, development and diffusion of complex media products, such as feature films, webseries or transmedia projects. even if most of the academic debates on user agency, in terms of participation, are connected to content sharing platforms —which rely heavily on user–generated content—, or the so–called social media, the engagement of individuals in participatory–related media projects becomes an important contribution to the delimitation and reevaluation of key concepts around the engagement of users in cultural production processes.
Building a Volunteer Community: Results and Findings from Transcribe Bentham
by Tim Causer
Forthcoming 2012. Co-authored with Valerie Wallace
This paper contributes to the literature examining the burgeoning field of academic crowdsourcing, by analysing the... more This paper contributes to the literature examining the burgeoning field of academic crowdsourcing, by analysing the results of the crowdsourced manuscript transcription project, Transcribe Bentham. First, it describes how the project team sought to recruit volunteer transcribers to take part, and discusses which strategies were successes (and which were not). We then examine Transcribe Bentham’s results during its six-month testing period (8 September 2010 to 8 March 2011), which include a detailed quantitative and qualitative analysis of website statistics, work completed by the amateur transcribers, as well as the demographics of the volunteer base and their motivations for taking part. The paper concludes by discussing the success of our community building with reference to this analysis. We find that Transcribe Bentham’s volunteer transcribers have produced a remarkable amount of work – and continue to do so, carrying out the equivalent labour of a full-time transcriber – despite the nature and complexity of the task at hand.
Gobierno abierto y modernización de la gestión pública. Tendencias actuales y el (inevitable) camino que viene. Reflexiones seminales
Author: Álvaro V. Ramírez-Alujas
Revista Enfoques. Ciencia Política y Administración Pública. 2011; Volumen IX(N°15):99-125. (published)
Resumen: El término Gobierno abierto no es nuevo. a fines de los años 70 del siglo XX se usó por primera vez en el... more
Resumen: El término Gobierno abierto no es nuevo. a fines de los años 70 del siglo XX se usó por primera vez en el espacio político británico y en su concepción original, trataba diversas cuestiones relacionadas con el secreto de Gobierno e iniciativas para “abrir las ventanas” del sector público hacia el escrutinio ciudadano, con el objeto de reducir la opacidad burocrática. en la actualidad, se ha posicionado como un nuevo eje articulador de los esfuerzos por mejorar las capacidades del Gobierno y modernizar las administraciones públicas bajo los principios de la transparencia y apertura, la participación y la colaboración. por ello y dada la escasez relativa de trabajos de investigación y estudios aplicados sobre el tema, este artículo presenta una síntesis y un análisis histórico de la evolución del concepto, clave política y tecnológica, para luego contextualizarlo en su vinculación a los componentes que le han servido de plataforma para transformarse en el nuevo paradigma (o modelo), que promete fortalecer los sistemas democráticos y mejorar la gestión pública.
Palabras clave: Gobierno abierto, gestión pública, estado red, transparencia, participación, colaboración.
Abstract: The concept of open Government is not a new one. it was used for the first time in british politics in the late 1970’s and at its inception it was related with a number of issues about government secrecy and efforts to “open windows” for the public sector to be under public scrutiny in order to reduce bureaucratic opacity. in present politics, it has emerged as a new linchpin in efforts to improve government capacity and modernize public administration based on the principles of transparency and openness, participation and collaboration. therefore, and given the relative scarcity of research and applied studies on the subject, this article presents a summary and a historical analysis of the evolution of the concept in its political and technological dimensions, and then contextualizes their links to the components that have served as a platform to become a new paradigm (or model) that promises to strengthen democratic systems and improve governance.
Keywords: open government, public management, network state, transparency, participation, collaboration.
The Role of Collective Intelligence in Design
Paulini, M, Maher, ML and Murty, P: 2011, The role of collective intelligence in design, Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia, The University of Newcastle, Australia 27-29 April 2011, pp. 687-696
Web-enabled collective intelligence in design invites anyone to contribute to a design process through crowdsourcing.... more
Web-enabled collective intelligence in design invites anyone to contribute to a design process through crowdsourcing. We use a protocol analysis method to analyse the forum data on a collective intelligence web site, studying communication among
individuals who are motivated to participate in the design process. A protocol analysis allows us to compare collective intelligence in design to similar studies of individual and team design. Our analysis shows that a design process that includes collective intelligence shares processes of ideation and evaluation with individual and team design, and also includes a significant amount of social networking. Including collective intelligence in design can extend the typical design team to
include potential users and amateur perspectives that direct the design to be more sensitive to users’ needs and social issues, and can serve a marketing purpose.
Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile (Games 2.0 as a test of socio-cultural perpetuum mobile construction)
A. Klimczuk, Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile (Games 2.0 as a test of socio-cultural perpetuum mobile construction), PTBG and UAM, Poznań, „Homo communicativus” 2008, 3(5), p. 177-187.
Increase in popularity of games like "Second Life" has contributed not only to significant changes in the... more
Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content (eg, graphics, music, animations) makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability of Games 2.0 for social life, the concept of leisure as work in the new economy and creative non-material and the characteristics of "Generation C". Work stresses the need for discussion on trends in the development of video games - defined as a choice between the projects' of "socio-cultural ideology of perpetual motion" and "utopia of universal creativity". These approaches allow to identify the methodological basis for analysis of relations between the operators and users of Games 2.0, taking into account the wider social environment.
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Wzrost popularności gier typu „Second Life” przyczynił się nie tylko do znacznych przemian w rozwoju branży rozrywki elektronicznej. Upowszechnianie Games 2.0, nowego nurtu produkcji gier wideo które z założenia mają stanowić wirtualne światy zawierające treści tworzone przez użytkowników (np. grafikę, muzykę, animacje) sprawia, że mierzymy się zarówno z określoną innowacją technologiczną, jak też z poważną zmianą organizacji życia społeczno-kulturowego. Artykuł przedstawia problematykę istniejących trudności terminologicznych, konsekwencje dostępności Games 2.0 dla życia społecznego, pojęcie rozrywki jako pracy w nowej gospodarce niematerialnej i twórczej oraz charakterystykę „generacji C”. Praca podkreśla potrzebę dyskusji nad kierunkami rozwoju gier wideo - określanymi jako wybór między projektami „ideologii społeczno-kulturowego perpetuum mobile” i „utopii powszechnej twórczości”. Podejścia te pozwalają na wskazanie podstaw metodologicznych do prowadzenia analiz relacji między operatorami, a użytkownikami Games 2.0 przy uwzględnieniu szerszego otoczenia społecznego.
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Seen by:Activismo político en la Sociedad Red: el caso del Movimiento por la Vivienda Digna en España
Ponencia presentada en el X Congreso Español de Ciencia Política y de la Administración (AECPA). Murcia 09/09/2011
In this article we study the Movement for the Right to Housing [MRH] as a paradigmatic model of the New Social... more In this article we study the Movement for the Right to Housing [MRH] as a paradigmatic model of the New Social Movements [NSM] and as an immediate predecessor of the 15M Movement in Spain. We will provide a description of its origin and development, of its impact in the media and politics, and of its subsequent decline. The inclusion of the MRH in a theoretical framework based on social struggles and organized demonstrations on the network society will allow us to identify the features that define the NSMs gestated through new technologies and to differentiate them from the NSMs from the postmodern industrial era.
WorkingWiki: a MediaWiki-based platform for collaborative research
by Lee Worden
Accepted to ITP 2011 Workshop on Mathematical Wikis, August 2011, http://www.cs.ru.nl/mwitp/
WorkingWiki is a software extension for the popular MediaWiki platform that makes a wiki into a powerful environment... more WorkingWiki is a software extension for the popular MediaWiki platform that makes a wiki into a powerful environment for collaborating on publication-quality manuscripts and software projects. Developed in Jonathan Dushoff’s theoretical biology lab at McMaster University and available as free software, it allows wiki users to work together on anything that can be done by using UNIX commands to transform textual “source code” into output. Researchers can use it to collaborate on programs written in R, python, C, or any other language, and there are special features to support easy work on LaTeX documents. It develops the potential of the wiki medium to serve as a combination collaborative text editor, development environment, revision control system, and publishing platform. Its potential uses are open-ended — its processing is controlled by makefiles that are straightforward to customize — and its modular design is intended to allow parts of it to be adapted to other purposes.
"Periodismo ciudadano y nuevos modelos de periodismo en red": innovación y periodismo
Aquesta sessió sobre les interseccions entre creativitat, innovació i periodisme es va impartir el 08/07/11 al curs Web 2.0. para periodistas y comunicadores de IDEC/UPF.
This session on the cross between creativity, innovation and journalism was given on July the 8th 2011 within the Web 2.0. for journalists and communicators summer program at IDEC/UPF.
¿Qué es la creatividad? La creatividad como negocio.
¿Qué es la innovación? Innovación económica y... more
¿Qué es la creatividad? La creatividad como negocio.
¿Qué es la innovación? Innovación económica y periodística.
Recursos 2.0. innovadores periodísticos para compartir.
El nuevo papel del periodista: el caso Wikileaks.
What is creativity? Creativity as business.
What is innovation? Economic and journalistic innovation.
Innovative 2.0. resources to share.
The new role of the journalist: the Wikileaks case.
