ALGUNOS ASPECTOS LOGICOS Y EPISTEMOLOGICOS DE
LA TEORIA DE CONJUNTOS FUZZY: SOBRE UNA TESIS
DE ALAIN BADIOU
Thursday, December 27, 2012
Wednesday, December 26, 2012
Thursday, December 20, 2012
Wednesday, December 19, 2012
Taken Out of Context
American Teen Sociality in Networked Publics
by
danah michele boyd
B.A. (Brown University) 2001
M.S. (Massachusetts Institute of Technology) 2002
American Teen Sociality in Networked Publics
by
danah michele boyd
B.A. (Brown University) 2001
M.S. (Massachusetts Institute of Technology) 2002
The influentials
The Influentials
New Approaches for Analyzing Influence on Twitter
By Alex Leavitt
with Evan Burchard, David Fisher, & Sam Gilbert
New Approaches for Analyzing Influence on Twitter
By Alex Leavitt
with Evan Burchard, David Fisher, & Sam Gilbert
Labels:
network analysis,
twitter
flossmole
flossmole
Data collection and analysis about free, libre and open source software
Data collection and analysis about free, libre and open source software
Labels:
data,
open source software
Tuesday, December 18, 2012
Monday, December 17, 2012
Tuesday, December 11, 2012
Monday, December 10, 2012
Friday, December 7, 2012
Songwriters: DURITZ, ADAM/BRYSON, DAVID/GILLINGHAM, CHARLES
A long December and there's reason to believe
Maybe this year will be better than the last
I can't remember the last thing that you said as you were leaving
Oh the days go by so fast
And it's one more day up in the canyons
And it's one more night in Hollywood
If you think that I could be forgiven
I wish you would
(Na na na, etc. yeah)
The smell of hospitals in winter
And the feeling that it's all a lot of oysters, but no pearls
All at once you look across a crowded room
To see the way that light attaches to a girl
And it's one more day up in the canyons
And it's one more night in Hollywood
If you think you might come to California
I think you should
(Na na na, etc. yeah)
Drove up to Hillside Manor sometime after 2 a.m.
And talked a little while about the year
I guess the winter makes you laugh a little slower
Makes you talk a little lower about the things you could not show her
And it's been a long December and there's reason to believe
Maybe this year will be better than the last
I can't remember all the times I tried to tell myself
To hold on to these moments as they pass
And it's one more day up in the canyon
And it's one more night in Hollywood
It's been so long since I've seen the ocean
I guess I should
(Na na na, etc. yeah)
source: Lyricsfreak
Thursday, December 6, 2012
Charles Pavitt
Communication Theory
Nine: Two May I999
The Third Way: Scientific Realism and Communication Theory
Communication Theory
Nine: Two May I999
The Third Way: Scientific Realism and Communication Theory
Tuesday, December 4, 2012
Should One Laptop Per Child System Run Linux Or Windows?
Microsoft stirred up controversy last week when it suggested a Linux-based laptop for children in developing nations be redesigned to accommodate Windows. Would that be a good move?
Make a Comment | Paul McDougall | December 10, 2007 01:52 PM
What is ubermix?
The ubermix is an all-free, specially built, Linux-based operating system designed from the ground up with the needs of education in mind. Built by educators with an eye towards student and teacher empowerment, ubermix takes all the complexity out of student devices by making them as reliable and easy-to-use as a cell phone, without sacrificing the power and capabilities of a full operating system. With a turn-key, 5 minute installation, 20 second quick recovery mechanism, and more than 60 free applications pre-installed, ubermix turns whatever hardware you have into a powerful device for learning
Problems with the $100 laptop Problems with the OLPC approach
Lee Felsenstein
Fonly Institute
lee@fonlyinstitute.com
10 Nov. 2005
Microsoft stirred up controversy last week when it suggested a Linux-based laptop for children in developing nations be redesigned to accommodate Windows. Would that be a good move?
Make a Comment | Paul McDougall | December 10, 2007 01:52 PM
What is ubermix?
The ubermix is an all-free, specially built, Linux-based operating system designed from the ground up with the needs of education in mind. Built by educators with an eye towards student and teacher empowerment, ubermix takes all the complexity out of student devices by making them as reliable and easy-to-use as a cell phone, without sacrificing the power and capabilities of a full operating system. With a turn-key, 5 minute installation, 20 second quick recovery mechanism, and more than 60 free applications pre-installed, ubermix turns whatever hardware you have into a powerful device for learning
Problems with the $100 laptop Problems with the OLPC approach
Lee Felsenstein
Fonly Institute
lee@fonlyinstitute.com
10 Nov. 2005
Monday, November 26, 2012
Los dueños de la información II La mirada del mendigo
¿Cómo se financian los medios de comunicación?
¿Cómo se financian los medios de comunicación?
The Network of Global Corporate Control
Stefania Vitali, James B. Glattfelder, Stefano Battiston*
Chair of Systems Design, ETH Zurich, Zurich, Switzerland
Stefania Vitali, James B. Glattfelder, Stefano Battiston*
Chair of Systems Design, ETH Zurich, Zurich, Switzerland
Labels:
economy,
network analysis,
politics,
social network analysis
Thursday, November 22, 2012
Tuesday, November 20, 2012
J Epidemiol Community Health 2004;58:971-975 doi:10.1136/jech.2003.014530
Continuing professional education
A glossary of terms for navigating the field of social network analysis
Penelope Hawe1, Cynthia Webster2, Alan Shiell
Continuing professional education
A glossary of terms for navigating the field of social network analysis
Penelope Hawe1, Cynthia Webster2, Alan Shiell
Monday, November 12, 2012
small networks
Easley & Kleinberg, Networks, Crowds and Markets, Ch20. The Small-World Phenomenon.
Watts & Strogatz, Collective Dynamics of Small World Networks, Nature 393, 440-442 (4 June 1998).
Travers & Milgram, An Experimental Study of the Small World Problem,Sociometry, Vol. 32, No. 4 (Dec., 1969).
Kilworth & Bernard, The Reveral Small-World Experiment, Social Networks, 1 (1978/79) 159-192.
Kilworth, McCarthy, Bernard & House. (2006). The Accuracy of Small World Chains in Social Networks. Social Networks 28(1): 85-96.
Dodds, Muhammad, and Watts, An Experimental Study of Search in Global Social Networks", Science, 301, 827-829 (2003).
D. J. Watts, P. S. Dodds, and M. E. J. Newman. Identity and Search in Social Networks, Science, 296, 1302-1305 (2002).
Jon Kleinberg, The Small-World Phenomenon, An Algorithmic Perspective.
J. Kleinberg.Small-World Phenomena and the Dynamics of Information. Advances in Neural Information Processing Systems (NIPS) 14, 2001.
Mathias & Gopal, Small worlds: How and why, PRE 2001.
Gastner & Newman,The spatial structure of networks, Michael T. Gastner and M. E. J. Newman, Eur. Phys. J. B 49, 247–252 (2006).
Sunday, November 11, 2012
The Matthew Effect in Science
The reward and communication systems
of science are considered. Robert.K Merton
Science, 159 (3810): 56-63. January, 5, 1968
The reward and communication systems
of science are considered. Robert.K Merton
Science, 159 (3810): 56-63. January, 5, 1968
Wilensky, U. (2005). NetLogo Preferential Attachment model. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL.
Wednesday, November 7, 2012
Saturday, November 3, 2012
Virtual World Watch
Virtual World Watch was an online micro-service, operated on and off from 2007 and 2012. The main purpose of VWW was to find people in UK academia using virtual worlds, and to tease out of them why and how their use of such technology worked (or didn’t) for them.
For much of the time VWW was funded – either as a compiler of stand alone reports, or as a more cohesive service – by the Eduserv Foundation. Since 2011, the service was largely unsupported and produced a few more stand alone reports, making 13 in total. VWW also presented at 18 events; the slide decks from some of these can be found on Slideshare.
Virtual World Watch was an online micro-service, operated on and off from 2007 and 2012. The main purpose of VWW was to find people in UK academia using virtual worlds, and to tease out of them why and how their use of such technology worked (or didn’t) for them.
For much of the time VWW was funded – either as a compiler of stand alone reports, or as a more cohesive service – by the Eduserv Foundation. Since 2011, the service was largely unsupported and produced a few more stand alone reports, making 13 in total. VWW also presented at 18 events; the slide decks from some of these can be found on Slideshare.
Labels:
education,
serious games,
virtual worlds
Wednesday, October 24, 2012
- Easley & Kleinberg, Networks, Crowds and Markets, Ch1. Overview.
- Albert-László Barabási, Network Science, Ch 1. Introduction
- Albert-László Barabási, Network Science, Ch 2, sections 2-6,9
- (for the mathematically minded:) Newman, M. E. J. The Structure and Function of Complex Networks. SIAM Review. 45 (2003): Section IV (Random Graphs) p. 20-24 and Section VII (Models of network growth) p.30-37.
- AL Barabási, R Albert, Emergence of scaling in random networks,Science, 1999.
- Linked by Albert-László Barabási
- Six Degrees by Duncan Watts.
- Nexus by Mark Buchanan and Connected by Nicholas Christakis and James Fowler.
- Wayne E. Baker & Robert R. Faulkner, The Social Organization of Conspiracy: Illegal Networks in the Heavy Electrical Equipment Industry, American Sociological Review, 58(6), 1993.
- Sinan Aral and Marshall Van Alstyne,Network Structure and Information Advantage, working paper (full, longer paper published as The Diversity-Bandwidth Trade-Off,American Journal of Sociology, 2011
- MEJ Newman, Modularity and community structure in networks, PNAS 103 (23), p. 8577-8582 (2006).
- Palla et al., 'Uncovering the overlapping community structure of complex networks in nature and society', Nature 435, 814-818 (9 June 2005).
- Santo Fortunato, Community detection in graphs, Physics Reports 486, 75-174 (2010)
- Easley & Kleinberg, Networks, Crowds and Markets, Ch20. The Small-World Phenomenon.
- Watts & Strogatz, Collective Dynamics of Small World Networks, Nature 393, 440-442 (4 June 1998).
- Travers & Milgram, An Experimental Study of the Small World Problem,Sociometry, Vol. 32, No. 4 (Dec., 1969).
- Kilworth & Bernard, The Reveral Small-World Experiment, Social Networks, 1 (1978/79) 159-192.
- Kilworth, McCarthy, Bernard & House. (2006). The Accuracy of Small World Chains in Social Networks. Social Networks 28(1): 85-96.
- Dodds, Muhammad, and Watts, An Experimental Study of Search in Global Social Networks", Science, 301, 827-829 (2003).
- D. J. Watts, P. S. Dodds, and M. E. J. Newman. Identity and Search in Social Networks, Science, 296, 1302-1305 (2002).
- Jon Kleinberg, The Small-World Phenomenon, An Algorithmic Perspective.
- J. Kleinberg. Small-World Phenomena and the Dynamics of Information. Advances in Neural Information Processing Systems (NIPS) 14, 2001.
- Mathias & Gopal, Small worlds: How and why, PRE 2001.
- Gastner & Newman,The spatial structure of networks, Michael T. Gastner and M. E. J. Newman, Eur. Phys. J. B 49, 247–252 (2006).
Cytoescape
Cytoscape: An Open Source Platform for Complex Network Analysis and Visualization
"Cytoscape is an open source bioinformatics software platform forvisualizing molecular interaction networks and biological pathways andintegrating these networks with annotations, gene expression profiles and other state data. Although Cytoscape was originally designed for biological research, now it is a general platform for complex network analysis and visualization. Cytoscape core distribution provides a basic set of features for data integration and visualization. Additional features are available as plugins. Plugins are available for network and molecular profiling analyses, new layouts, additional file format support, scripting, and connection with databases"
Monday, October 22, 2012
Fanmod. A Tool for fast network motif detention.
|
The program was written by Florian Rasche and Sebastian Wernicke (homepage, email). Sebastian Wernicke's research is funded by a scholarship from the Deutsche Telekom Stiftung. Florian Rasche's position as a student research assistant is funded by the Deutsche Forschungsgemeinschaft, project PEAL (Parameterized Complexity and Exact Algorithms), NI 369/1.
Saturday, October 20, 2012
CFinder is a free software for finding and visualizing overlapping dense groups of nodes in networks, based on the Clique Percolation Method (CPM) of Palla et. al., Nature 435, 814-818 (2005). CFinder was recently applied to the quantitative description of the evolution of social groups: Palla et. al., Nature 446, 664-667 (2007).
Labels:
network analysis,
software
Thursday, October 18, 2012
"Part data visualization, part experimental typography, ReConstitution 2012 is a live web app linked to the US Presidential Debates. During and after the three debates, language used by the candidates generates a live graphical map of the events. Algorithms track the psychological states of Romney and Obama and compare them to past candidates. The app allows the user to get beyond the punditry and discover the hidden meaning in the words chosen by the candidates.
Reconstitution 2012 is a web app that is best viewed in Chrome or Safari. The app receives the text of the debate—word by word—from the backend server, and constructs an animated layout of the transcript in your browser window. The server uses several language processing libraries to analyze and tag the close captioned text, which is sent to it by an application connected to a live cable feed, running in the Sosolimited studio.
- Partners: Sosolimited, Bocoup, Tim Branyen, James Pennebaker, UT Austin, Cindy Chung, UT Austin
Wednesday, October 17, 2012
Comunicación Social y Salud: Un Nuevo Planteamiento Estratégico
Comunicación Social y Salud: Un Nuevo Planteamiento Estratégico.
Ubaldo Cuesta Cambra, Tania Menéndez Hevia, Marisa García Guardia
Labels:
health,
methodological triangulation
By MATT BAI. December 16, 2010. The New York Times
Tuesday, October 16, 2012
moviegalaxies
moviegalaxies
"Somewhere Between Pizza Boxes and Movies.
Movies are important artefacts, bringing together vision and zeitgeist of our society. Embodying dreams, trends and other perspectives, they are a cultural vanishing point for millions of people in the world, that is worth to be explored. Just think about how your personal life and worldwide network with their single sub-clusters and side-stories are structurally represented in motion pictures. You might be surprised. We have a hunch that the "holy grail" of good movies is far more about social network structures than budget, cast and theme. And that´s why we want to create a platform to discover the structures, stars and formations within the moviegalaxies.
Our experiment is driven by a mixture of uncertainty and curiosity, having some features prepared towards fun. We invite you to join us and become a part of the story. Jump on the bandwagon and let´s create something new! "
Jermain & Michael
Thursday, October 11, 2012
PRESSURES ON PLAY: RHETORIC, VIRTUAL ENVIRONMENTS, AND THE DESIGN OF
EXPERIENCE IN VIRTUAL WORLD COMPUTER GAMES
A DISSERTATION SUBMITTED TO THE FACULTY OF THE GRADUATE SCHOOL
OF THE UNIVERSITY OF MINNESOTA
BY ROBERT JOHN BARON
Monday, October 8, 2012
Thursday, October 4, 2012
Computer Content Analysis Programs, by Kimberly A. Neuendorf
Discover Research Tools for Textual Study. Tapor
Discover Research Tools for Textual Study. Tapor
Labels:
content,
content analysis,
software
Sunday, September 30, 2012
The Abyss Observatory Designing for Remote Collaboration, Self-directed Discovery and Intuition Development in Multi-User Interactive 3D Virtual Environment
The Abyss Observatory Designing for Remote Collaboration, Self-directed Discovery and
Intuition Development in Multi-User Interactive 3D Virtual Environment , by
Hajime Nishimura-- Japan Agency for Marine-Earth Science and Technology (JAMSTEC),
Kenneth Y T Lim---National Institute of Education, Singapore, Koji Koyamada---
Kyoto University, Center for the Promotion of Excellence i
Intuition Development in Multi-User Interactive 3D Virtual Environment , by
Hajime Nishimura-- Japan Agency for Marine-Earth Science and Technology (JAMSTEC),
Kenneth Y T Lim---National Institute of Education, Singapore, Koji Koyamada---
Kyoto University, Center for the Promotion of Excellence i
Saturday, September 29, 2012
Rethinking Virtual Space as a Place for Sociability: Theory and Design Implications
Marisa Ponti and Thomas Ryberg
Group Membership and Diffusion in Virtual Worlds
David A. Huffaker, Chun-Yuen Teng, Matthew P. Simmons, Liuling Gong, Lada A. Adamic
School of Information, University of Michigan, Ann Arbor, MI
David A. Huffaker, Chun-Yuen Teng, Matthew P. Simmons, Liuling Gong, Lada A. Adamic
School of Information, University of Michigan, Ann Arbor, MI
Thursday, September 27, 2012
Ryberg, T., & Ponti, M. (2005). Constructing Place: The Relationship Between Place-Making and Sociability in Networked Environments. Dirckinck-Holmfeld, L., Svendsen, B., & et al (Eds.), In: Theoretical framework on selected core issues on conditions for productive learning in networked learning environments. Aalborg University/Kaleidoscope. (Kaleidoscope Deliverable; No. 24.3.1.).
Wednesday, September 26, 2012
Networks, Crowds, and Markets: Reasoning About a Highly Connected World, By David Easley and Jon Kleinberg
Tuesday, September 25, 2012
Websites as graphs
"Everyday, we look at dozens of websites. The structure of these websites is defined in HTML, the lingua franca for publishing information on the web. Your browser's job is to render the HTML according to the specs (most of the time, at least). You can look at the code behind any website by selecting the "View source" tab somewhere in your browser's menu.
HTML consists of so-called tags, like the A tag for links, IMG tag for images and so on. Since tags are nested in other tags, they are arranged in a hierarchical manner, and that hierarchy can be represented as a graph. I've written a little app that visualizes such a graph, and here are some screenshots of websites that I often look at.
I've used some color to indicate the most used tags in the following way:
blue: for links (the A tag)
red: for tables (TABLE, TR and TD tags)
green: for the DIV tag
violet: for images (the IMG tag)
yellow: for forms (FORM, INPUT, TEXTAREA, SELECT and OPTION tags)
orange: for linebreaks and blockquotes (BR, P, and BLOCKQUOTE tags)
black: the HTML tag, the root node
gray: all other tags"
"Everyday, we look at dozens of websites. The structure of these websites is defined in HTML, the lingua franca for publishing information on the web. Your browser's job is to render the HTML according to the specs (most of the time, at least). You can look at the code behind any website by selecting the "View source" tab somewhere in your browser's menu.
HTML consists of so-called tags, like the A tag for links, IMG tag for images and so on. Since tags are nested in other tags, they are arranged in a hierarchical manner, and that hierarchy can be represented as a graph. I've written a little app that visualizes such a graph, and here are some screenshots of websites that I often look at.
I've used some color to indicate the most used tags in the following way:
blue: for links (the A tag)
red: for tables (TABLE, TR and TD tags)
green: for the DIV tag
violet: for images (the IMG tag)
yellow: for forms (FORM, INPUT, TEXTAREA, SELECT and OPTION tags)
orange: for linebreaks and blockquotes (BR, P, and BLOCKQUOTE tags)
black: the HTML tag, the root node
gray: all other tags"
Networks, Crowds, and Markets: Reasoning About a Highly Connected World, By David Easley and Jon Kleinberg
Wednesday, September 19, 2012
Quality analysis of the website of the cybernewspaper VilaWeb, by Iglesias García,M. and González Díaz, C.
Quality analysis of the website of the cybernewspaper VilaWeb,(2012) by Iglesias García,M. and González Díaz, C. Hypertex.net
Tuesday, September 18, 2012
Sunday, September 16, 2012
Tuesday, September 11, 2012
How Microsoft conquered China
Or is it the other way around? Fortune's David Kirkpatrick goes on the road to Beijing with Bill Gates, who threw his business model out the window.
By David Kirkpatrick, Fortune senior editor
July 17 2007:
Or is it the other way around? Fortune's David Kirkpatrick goes on the road to Beijing with Bill Gates, who threw his business model out the window.
By David Kirkpatrick, Fortune senior editor
July 17 2007:
Monday, September 3, 2012
The Global Innovation Index 2012
Stonger Innovation Linkages for Global Growth
Soumitra Dutta, INSEAD
Stonger Innovation Linkages for Global Growth
Soumitra Dutta, INSEAD
Saturday, September 1, 2012
Computer Attitude of Teaching Faculty: Implications for Technology-Based Performance in Higher Education
Computer Attitude of Teaching Faculty:
Implications for Technology-Based Performance
in Higher Education
Josephine A. Larbi-Apau and James L. Moseley
Wayne State University, Detroit, MI, USA
Implications for Technology-Based Performance
in Higher Education
Josephine A. Larbi-Apau and James L. Moseley
Wayne State University, Detroit, MI, USA
Pure Data
Pure Data
Pd (aka Pure Data) is a real-time graphical programming environment for audio, video, and graphical processing. It is the third major branch of the family of patcher programming languages known as Max (Max/FTS, ISPW Max, Max/MSP, jMax, etc.) originally developed by Miller Puckette and company at IRCAM. The core of Pd is written and maintained by Miller Puckette and includes the work of many developers, making the whole package very much a community effort.
Pd is free software and can be downloaded either as an OS-specific package, source package, or directly from CVS. Pd was written to be multi-platform and therefore is quite portable; versions exist for Win32, IRIX, GNU/Linux, BSD, and MacOS X running on anything from a PocketPC to an old Mac to a brand new PC. Pd can run on smarphones thanks to projects like libpd and RjDj. It is possible to write externals and patches that work with Max/MSP and Pd using flext and cyclone.
Pd was created to explore ideas of how to further refine the Max paradigm with the core ideas of allowing data to be treated in a more open-ended way and opening it up to applications outside of audio and MIDI, such as graphics and video.
It is easy to extend Pd by writing object classes ("externals") or patches ("abstractions"). The work of many developers is already available as part of the standard Pd packages and the Pd developer community is increasingly growing. Recent developments include a system of abstractions for building performance environments; a library of objects for physical modeling; and a library of objects for generating and processing video in realtime.
Pd (aka Pure Data) is a real-time graphical programming environment for audio, video, and graphical processing. It is the third major branch of the family of patcher programming languages known as Max (Max/FTS, ISPW Max, Max/MSP, jMax, etc.) originally developed by Miller Puckette and company at IRCAM. The core of Pd is written and maintained by Miller Puckette and includes the work of many developers, making the whole package very much a community effort.
Pd is free software and can be downloaded either as an OS-specific package, source package, or directly from CVS. Pd was written to be multi-platform and therefore is quite portable; versions exist for Win32, IRIX, GNU/Linux, BSD, and MacOS X running on anything from a PocketPC to an old Mac to a brand new PC. Pd can run on smarphones thanks to projects like libpd and RjDj. It is possible to write externals and patches that work with Max/MSP and Pd using flext and cyclone.
Pd was created to explore ideas of how to further refine the Max paradigm with the core ideas of allowing data to be treated in a more open-ended way and opening it up to applications outside of audio and MIDI, such as graphics and video.
It is easy to extend Pd by writing object classes ("externals") or patches ("abstractions"). The work of many developers is already available as part of the standard Pd packages and the Pd developer community is increasingly growing. Recent developments include a system of abstractions for building performance environments; a library of objects for physical modeling; and a library of objects for generating and processing video in realtime.
Labels:
open source software,
software
Friday, August 31, 2012
Navigating the new multi-screen world: Insights show how consumers use different devices together. Google Mobile Ads Blog
Labels:
users,
uses and gratifications
Thursday, August 30, 2012
Wednesday, August 29, 2012
Creando Software Libre Como levar a cabo con éxito un proxecto de software libre
Creando Software Libre
Como levar a cabo con éxito un proxecto de software libre
Copyright 2005, 2006, 2007, 2008, 2009, 2010 para Karl Fogel, liberado baixo licenza
CreativeCommons Attribution-ShareAlike (3.0)
Como levar a cabo con éxito un proxecto de software libre
Copyright 2005, 2006, 2007, 2008, 2009, 2010 para Karl Fogel, liberado baixo licenza
CreativeCommons Attribution-ShareAlike (3.0)
The Global Information Technology Report 2012 Living in a Hyperconnected World
The Global Information Technology Report 2012. Living in a Hyperconnected World
Soumitra Dutta and Beñat Bilbao-Osorio, editors
Soumitra Dutta and Beñat Bilbao-Osorio, editors
Tuesday, August 28, 2012
Castells, Manuel and Cardoso, Gustavo, eds., The Network Society: From Knowledge to Policy. . Washington, DC: Johns Hopkins Center for Transatlantic Relations, 2005
Castells, Manuel and Cardoso, Gustavo, eds., The Network Society:
From Knowledge to Policy. Washington, DC: Johns Hopkins Center for
Transatlantic Relations, 2005
© Center for Transatlantic Relations, 2005
From Knowledge to Policy. Washington, DC: Johns Hopkins Center for
Transatlantic Relations, 2005
© Center for Transatlantic Relations, 2005
Wednesday, August 22, 2012
Open Access Overview
Focusing on open access to peer-reviewed research articles and their preprints, by Peter Suber
Focusing on open access to peer-reviewed research articles and their preprints, by Peter Suber
Tivoization
Transcript of Eben Moglen at the 3nd international GPLv3 conference; 22nd June 2006
Tivoization (wikipedia)
If I sell you a computer containing software under GPL, let's say I make a digital video recorder, let's say I call it TiVo. And I sell it to you and I say: "there's GPL'd software in here, here is the source code. The only thing is, if you modify this software inside my box I will cut your service off". That would be a straightforward violation of GPL. You would be adding a condition to the licence and you couldn't do it.
Now why it's such a big deal, that everybody should jump up and down and yell and scream and carry on if we say: "oh! and by the way, what you are not allowed to do by illegally modifying the licence, you are not allowed to do by modifying the hardware so that the licence can be evaded safely!". It's a straightforward proposition: you can't do it this way and you can't do it that way either, why are you trying to evade the licence?
"Well we are very concerned about copyright on music and movies" - Don't give me that. That's like any other reason for evading the licence. "Well, we're very interested in making money Mr. Stallman, and if we break your licence we can make more money!" - Sorry that's not a reason.
So what we are talking about is not something about why we are mad at Hollywood or why we are mad at the music factories, that's another discussion.
We are saying that the licence should prohibit technical means of evasion of its rules, with the same clarity that it prohibits legal evasion of its rules, that's all.
Tivoization (wikipedia)
If I sell you a computer containing software under GPL, let's say I make a digital video recorder, let's say I call it TiVo. And I sell it to you and I say: "there's GPL'd software in here, here is the source code. The only thing is, if you modify this software inside my box I will cut your service off". That would be a straightforward violation of GPL. You would be adding a condition to the licence and you couldn't do it.
Now why it's such a big deal, that everybody should jump up and down and yell and scream and carry on if we say: "oh! and by the way, what you are not allowed to do by illegally modifying the licence, you are not allowed to do by modifying the hardware so that the licence can be evaded safely!". It's a straightforward proposition: you can't do it this way and you can't do it that way either, why are you trying to evade the licence?
"Well we are very concerned about copyright on music and movies" - Don't give me that. That's like any other reason for evading the licence. "Well, we're very interested in making money Mr. Stallman, and if we break your licence we can make more money!" - Sorry that's not a reason.
So what we are talking about is not something about why we are mad at Hollywood or why we are mad at the music factories, that's another discussion.
We are saying that the licence should prohibit technical means of evasion of its rules, with the same clarity that it prohibits legal evasion of its rules, that's all.
Tuesday, August 21, 2012
Open Source Business Models, Revisited
The business of open source
11 open source business models
Summary: The great thing about open source is you don't have to use just one business model. You can mix-and-match as you see fit.By Dana Blankenhorn
Open Source: The Model Is Broken. By Stuart Cohen on December 01, 2008
The business of open source
11 open source business models
Summary: The great thing about open source is you don't have to use just one business model. You can mix-and-match as you see fit.By Dana Blankenhorn
Open Source: The Model Is Broken. By Stuart Cohen on December 01, 2008
Factibilidad de implantación de software no facturable para usuarios finales en la Contraloría General de la República (CGR)
Factibilidad de implantación de software no facturable para usuarios finales en la Contraloría General de la República (CGR)
Proyecto para optar por el grado de Maestría en Computación con énfasis en Sistemas de Información. Johnny Romero Rojas, César Muñoz Campo
Proyecto para optar por el grado de Maestría en Computación con énfasis en Sistemas de Información. Johnny Romero Rojas, César Muñoz Campo
Saturday, August 18, 2012
Friday, August 17, 2012
Wednesday, August 15, 2012
Marinaleda' s policy : common sense and common welfare
Cooperativa Marinaleda
To Capitalist Folly, Town in Spain Offers Reply. The New York Times. By VICTORIA BURNETT
Published: April 23, 2009
Labels:
agriculture,
creativity,
economy,
inspiring,
politics
Why I Don't Use ''Linux'' By Timothy R. Butler |
Why I Don't Use ''Linux''
By Timothy R. Butler | Aug 25, 2003 at 15:44:16
By Timothy R. Butler | Aug 25, 2003 at 15:44:16
Dibona, C. et al (1999).Voices of the Open Source Revolution.
Dibona, C. et al (1999).Voices of the Open Source Revolution. Sebastopol: O' Reilly Media.
Free Technologies for Multimedia Design and Interactive Creation (May 25, 2011), by Jose David Cuartas Correa
Free Technologies for Multimedia Design and Interactive Creation (May 25, 2011), by Jose David Cuartas Correa. Available at Internet Archive
Labels:
design,
free software,
multimedia
Tuesday, August 14, 2012
Software libre para una sociedad libre Richard M. Stallman Introducción de Lawrence Lessig (2004)
Software libre para una sociedad libre
Richard M. Stallman (2004)
Introducción de Lawrence Lessig. Versión 1.0
Richard M. Stallman (2004)
Introducción de Lawrence Lessig. Versión 1.0
Labels:
free software,
open source,
open source software
Friday, August 10, 2012
The Success of Open Source, by Weber, Steven (2004)
The Success of Open Source, by Weber, Steven (2004). Harvard University Press.
Thursday, August 9, 2012
Monday, August 6, 2012
Monday, July 23, 2012
Thursday, July 19, 2012
Sunday, July 15, 2012
Monday, July 9, 2012
The Space Between: Using Peer Theater To Transcenid Race, Class, and Gender
Venessa A. Bowers and Patrice M. Buzzanell
Interrogating Culture. Patrice M. Buzzanell
Purdue University, USA
Critical Empathy
First, critical empathy is more than relating to or understanding another, the usual way in which many approach “empathy.” In typical notions of empathic responses, a person sorts through talk, interactions, and other experiences to try to grasp what another person’s life is like.
Often, this process involves “walking in another’s shoes” or moving physically, affectively, and cognitively through the spatio-temporal environment in which others exist. Empathy can be seen as reactionary insofar as it engages the heart after knowing another person or community, but it also builds capacity to embrace others more swiftly over time and different experiences.
In these respects, empathy seeks to build shared understanding, but it also is conceptualized as a skill (e.g., Ponterotto, 2010).
In contrast, as Dr. Robyn Remke (2006) notes, critical empathy is the deeply profound
realization that one could never ever truly and deeply know the life of another, particularly another person from a different culture. As Remke (2006) conceives of critical empathy, it is both an investigative lens for uncovering deeply divisive assumptions and limitations and a stance for co-orienting, not coordinating or harmonizing, with others. The “burden” for building some kind of relationship and understanding lies in difference not attempts to locate similarities
and shared understanding. She writes:
Critical empathy acknowledges the methodological attempt to understand another’s
experience but does not demean the subject’s experience by trying to duplicate it or
adopt it as the researcher’s own — which again, I suggest is ultimately impossible.
Additionally, critical empathy does not try to downplay or explain away the distance
between researcher and participant. Rather, the researcher uses the distance and
difference in an analytic way to help reveal and illuminate taken-for-granted forms
of oppression and constraint. The research analysis develops out of the researcher’s
relationship to her participants, informed in part by her descriptive understanding of the participant’s experience. Empathic awareness is thus present. But by sustaining
a critical distance, the researcher remains attuned to forms of oppression that might
otherwise be obscured were she to literally assume the participant’s point of reference.
(p. 101)
(4,5)
Venessa A. Bowers and Patrice M. Buzzanell
Interrogating Culture. Patrice M. Buzzanell
Purdue University, USA
Critical Empathy
First, critical empathy is more than relating to or understanding another, the usual way in which many approach “empathy.” In typical notions of empathic responses, a person sorts through talk, interactions, and other experiences to try to grasp what another person’s life is like.
Often, this process involves “walking in another’s shoes” or moving physically, affectively, and cognitively through the spatio-temporal environment in which others exist. Empathy can be seen as reactionary insofar as it engages the heart after knowing another person or community, but it also builds capacity to embrace others more swiftly over time and different experiences.
In these respects, empathy seeks to build shared understanding, but it also is conceptualized as a skill (e.g., Ponterotto, 2010).
In contrast, as Dr. Robyn Remke (2006) notes, critical empathy is the deeply profound
realization that one could never ever truly and deeply know the life of another, particularly another person from a different culture. As Remke (2006) conceives of critical empathy, it is both an investigative lens for uncovering deeply divisive assumptions and limitations and a stance for co-orienting, not coordinating or harmonizing, with others. The “burden” for building some kind of relationship and understanding lies in difference not attempts to locate similarities
and shared understanding. She writes:
Critical empathy acknowledges the methodological attempt to understand another’s
experience but does not demean the subject’s experience by trying to duplicate it or
adopt it as the researcher’s own — which again, I suggest is ultimately impossible.
Additionally, critical empathy does not try to downplay or explain away the distance
between researcher and participant. Rather, the researcher uses the distance and
difference in an analytic way to help reveal and illuminate taken-for-granted forms
of oppression and constraint. The research analysis develops out of the researcher’s
relationship to her participants, informed in part by her descriptive understanding of the participant’s experience. Empathic awareness is thus present. But by sustaining
a critical distance, the researcher remains attuned to forms of oppression that might
otherwise be obscured were she to literally assume the participant’s point of reference.
(p. 101)
(4,5)
Friday, July 6, 2012
Free/Libre and Open Source Software:
Survey and Study
Introduction
Technological and socio-economic changes known as the "New Information Society/Economy" are re-introducing the notion of production, consumption and trade of goods and services without the direct or obvious involvement of money. Such "non-monetary/trans-monetary" economic activity is difficult to measure through usual monetary indicators. This project aims to remedy this situation by identifying and developing indicators of such activity through a case study of OS/FS: Open Source/Free Software.
A survey of users and developers provided the first comprehensive base of hard data on OS/FS; indicators of measurement including monetary are applied on this domain through the survey; and a unique survey of OS/F software source code measured authors' contributions and other indicators. OS/FS business models and best practices and policy/regulatory impact were assessed. While focusing on OS/FS, FLOSS has implications for measuring and modelling the New Economy as a whole.
Status: proposal accepted by the European Commission, project started on June 1, 2001 and terminates on October 31, 2002.
Report delivered to the European Comission on July 1, 2002. Final version of the report will be publicly available on November 1, 2002.
A final workshop to present FLOSS results and set the future research agenda was conducted on October 14, 2002 and summary proceedings will be included with the final report.
See also: CORDIS, TESSS
Partnership: Berlecon Research, Berlin; ProActive International, Paris
Time slot: June 2001-May 2002
Deliverables: project report, research paper(s), database(s), software applications/tools, workshop
Contact(s): Rishab Ghosh
Survey and Study
Introduction
Technological and socio-economic changes known as the "New Information Society/Economy" are re-introducing the notion of production, consumption and trade of goods and services without the direct or obvious involvement of money. Such "non-monetary/trans-monetary" economic activity is difficult to measure through usual monetary indicators. This project aims to remedy this situation by identifying and developing indicators of such activity through a case study of OS/FS: Open Source/Free Software.
A survey of users and developers provided the first comprehensive base of hard data on OS/FS; indicators of measurement including monetary are applied on this domain through the survey; and a unique survey of OS/F software source code measured authors' contributions and other indicators. OS/FS business models and best practices and policy/regulatory impact were assessed. While focusing on OS/FS, FLOSS has implications for measuring and modelling the New Economy as a whole.
Status: proposal accepted by the European Commission, project started on June 1, 2001 and terminates on October 31, 2002.
Report delivered to the European Comission on July 1, 2002. Final version of the report will be publicly available on November 1, 2002.
A final workshop to present FLOSS results and set the future research agenda was conducted on October 14, 2002 and summary proceedings will be included with the final report.
See also: CORDIS, TESSS
Partnership: Berlecon Research, Berlin; ProActive International, Paris
Time slot: June 2001-May 2002
Deliverables: project report, research paper(s), database(s), software applications/tools, workshop
Contact(s): Rishab Ghosh
Thursday, July 5, 2012
Wednesday, July 4, 2012
Software libre para una sociedad libre, Richard M. Stallman. Free Software, Free Society: Selected Essays of Richard M. Stallman
Software libre para una sociedad libre, Richard M. Stallman
Free Software, Free Society: Selected Essays of Richard M. Stallman.
Introduction by Lawrence Lessig. Edited by Joshua Gay
GNU Press. www.gnupress.org
Free Software Foundation. Boston, MA USA.
First printing, first edition. Copyright © 2002 Free Software Foundation, Inc.
ISBN 1-882114-98-1. Published by the Free Software Foundation
59 Temple Place. Boston, MA T
Free Software, Free Society: Selected Essays of Richard M. Stallman.
Introduction by Lawrence Lessig. Edited by Joshua Gay
GNU Press. www.gnupress.org
Free Software Foundation. Boston, MA USA.
First printing, first edition. Copyright © 2002 Free Software Foundation, Inc.
ISBN 1-882114-98-1. Published by the Free Software Foundation
59 Temple Place. Boston, MA T
Tuesday, June 26, 2012
Codev2 by Lawrence Lessig
Codev2 by Lawrence Lessig
Labels:
cyberspace,
open source,
open source software
Monday, June 25, 2012
The Public Domain: Enclosing the Commons of the Mind, by James Boyle
The Public Domain: Enclosing the Commons of the Mind is licensed under a Creative Commons Attribution-Noncommercial-Share Alike License.
Labels:
creative commons,
public domain
Sunday, June 24, 2012
Monday, June 18, 2012
Las Industrias Culturales/Creativas en un entorno en el que lo Físico y lo Virtual se Fusionan (2012)
Edición Gratuita. Disponible para ser descargado en pdf navegable en Publicidad e Industrias Culturales. Un entorno en el que lo Físico y lo Virtual se Fusionan.
El libro tiene 259 páginas, con enlaces que permiten documentarse acerca de los temas expuestos. El documento es navegable. Debemos activar la opción de marcadores en el lector de pdf. Integra también una Tabla de Contenidos Navegable que permite ir directamente a aquella parte que nos interesa.(Para poder volver al índice, ir a otra parte del libro y regresar al índice, si usamos el Adobe Reader, podemos usar la opción "View-Go To- Preview View/ Next View")
Edición para Amazon. Disponible en Las Industrias Creativas en un Entorno en el que lo Físico y lo Virtual se Fusionan (Spanish Edition) [Kindle Edition]
Product Details: File Size: 1037 KB, Print Length: 240 pages
Simultaneous Device Usage: Unlimited, Publisher: Gloria Gómez Diago; 2 edition (June 6, 2012) Sold by: Amazon Digital Services, Language: Spanish, ASIN: B008BK1QCW
Prize: (includes VAT* & free international wireless delivery via Amazon Whispernet) $4.16/£2.68/EUR 3,32
La edición para Amazon contiene un Índice de Autores, Películas,Programas Informáticos, Aplicaciones Web, Videojuegos y Mundos Virtuales
Créditos
Coordinación, Edición, Revisión, Produción y Diseño
Gloria Gómez-Diago
AUTORES: Andrea Andión Fernández, Diego Ares Liñares, Katia Blanco Díaz, Andrea Blanco Paredes, Miguel Baldwin Hidalgo, Lía Bravo Pintos, Mercedes Castillo García, David Castro García, David Cegarra García, Víctor Docampo Cancelas, Paula Domínguez Martínez , Mariña Fernández Cao, Bryan Fernández Chamadoira, Daniel Fernández Soliño, Guadalupe Gallego Fuentes, Pablo González Fernández, María Ignacio Calvo, Tania Lage Vázquez, Marta Lago Poza
Ana María Mariño Nieves, Beatriz Muñiz Rodríguez, Patricia Otero Couselo, Andrés Pascual Dias, Rebeca Pérez Rodríguez, Patricia Rodríguez Rodríguez, Juan Carlos Rodríguez Silva, Sabrina Sánchez Abuín, Ana Vizcaíno Santiago
(Todos los autores son alumnos de la asignatura Publicidad e Industrias Culturales, del último curso de la Licenciatura en Publicidad y Relaciones Públicas, en la Facultad de Ciencias Sociales y de la Comunicación de la Universidad de Vigo. Curso 2011-2012)
Introducción
El Concepto de “Industrias Culturales” contiene una vinculación con el espacio físico que no integra los significados que aporta al desarrollo de la actividad cultural la integración y el uso de Internet y de las nuevas tecnologías. Quizás es por esto que, desde los Organismos encargados de dictar las políticas culturales se usa también el concepto “Industrias Creativas”. Este concepto no tiene una vinculación con el espacio físico y es por ello que nos permite ampliar el horizonte y enfocar nuestra temática de una manera más atcualizada, abierta y posibilitadora del desarrollo de la investigación para la creación y la innovación.
Este libro se configura como un mapa del estado actual de las Industrias Culturales / Creativas en un contexto en el que la extensión en el uso de Internet y de todas las posibilidades que este medio ofrece, está motivando una renovación de este sector productivo.
Los ocho capítulos y los cuarenta y cuatro textos que componen este libro hacen referencia a casi todos los elementos involucrados en el desarrollo de las industrias culturales, siendo las perspectivas de los autores diversas y complementarias.
La diversidad no sólo de temáticas sino de perspectivas convierte al presente libro en un recurso de carácter práctico por aportar no sólo conocimientos específicos, sino por motivar nuevas vías y enfoques ante el estudio de las Industrias Culturales.
En este sentido, hay capítulos que se centran en identificar herramientas concretas que usan o que pueden ser usadas por las industrias culturales, otros aportan una perspectiva analítica acerca de cómo una industria cultural está afrontando la situación de crisis y en otros textos, por ejemplo, se identifican las ventajas que supone internet para el desarrollo de una determinada industria cultural
Este libro puede servir tanto para propósitos investigadores como docentes. Como libro de investigación, puede asistir a estudiantes de Grado y profesores en los diferentes temas que intervienen y que dan forma a las Industrias Culturales. Además, este libro puede ser incorporado en el aula como material de apoyo, utilizándolo para proporcionar lecturas que extiendan las posibilidades que ofrecen los libros tradicionales acerca de las industrias culturales.
Para facilitar su uso como material de consulta y de investigación, todos los textos contienen hiperenlaces, haciéndolos navegables y posibilitando la libertad de acción en los lectores-usuarios de los mismos, que tienen la posibilidad de ampliar las visiones ofrecidas en los textos, a través de la navegación de los enlaces sugeridos.
Además, para posibilitar que este libro permita ir más allá de las palabras que lo componen, los textos contienen un apartado final de referencias y o de fuentes consultadas que permiten profundizar en los temas planteados por los autores.
Este libro se articula en ocho partes en las que se engloban los cuarenta y cuatro textos que lo componen.
La Parte I “Aplicando perspectivas de Marshall Mcluhan para el Análisis de las Industrias Culturales” proporciona pistas e ideas para aplicar conceptos del autor canadiense al estudio y al análisis de las industrias Culturales. Los tres textos que integran este capítulo ofrecen diferentes perspectivas y posibilidades para utilizar las teorías propuestas por Mcluhan en la investigación desde la comunicación, y en el conocimiento y entendimiento del funcionamiento de las Industrias Culturales; siendo buen ejemplo de la utilidad de las teorías por su enorme practicidad.
Katia Blanco Díaz aporta una perspectiva creativa e innovadora a la hora de aplicar las ideas del investigador canadiense para analizar diferentes aspectos de las industrias culturales. En “Marshall Machulan y El Pensamiento Enlatado", parte de la distinción que hace Mcluhan entre medios fríos y calientes para construir luego una reflexión acerca de cómo el cine norteamericano se extendió a lo largo de la historia, reflexionando también acerca del rol de Internet en nuestra sociedad. En el capítulo “MADLUHAN”, Blanco Díaz parte de la idea de Mcluhan de que la ropa funciona como extensión de la piel para realizar un análisis exhaustivo y detallado de cómo la serie MADLUHAN ha influído en los diseñadores de moda.
“Mcluhan en el SXXI”, de Daniel Fernández Soliño se constituye como un texto de carácter analítico en el que se transladan conceptos de Mcluhan como el de “aldea global” a la situación actual para evaluar las consecuencias que está teniendo en la sociedad la extensión en el uso de las nuevas tecnologías. El autor, en su análisis acerca de las consecuencias en los ciudadanos de la extensión en el uso de Internet, expresa la importancia de factores como la edad.
La Parte II “Propiedad Intelectual. Licencias de Creative Commons, Software de Open Source” ofrece una visión acerca de los elementos que, de alguna manera modelan e impulsan el desarrollo de las industrias culturales en la Actualidad. Por un lado, los elementos de carácter normativo relacionados con la propiedad intelectual y por otro el desarrollo y la extensión en el uso de los programas informáticos de Open Source, que se presentan como uno de los motores para la aplicación práctica de la creatividad y para el desarrollo profesional por posibilitar que más personas puedan disponer de las herramientas de software necesarias para poder crear en el sector de las industrias culturales.
En lo que se refiere a la temática de la propiedad intelectual María Ignacio Calvo resume en significado de la Propiedad Intelectual de las Licencias de Creative Commons. Sabrina Sánchez Abuín realiza una reflexión acerca del rol de la propiedad intelectual en lo que se refiere a su capacidad para proteger los derechos de los autores que escriben guiones audiovisuales. Para ello, además de documentarse, realizó una entrevista a un productor gallego.
Respecto del Software de Open Source, el texto de Marta Lago Poza “Software Libre e Internet: Una nueva dimensión del Audiovisual”, aporta diferentes herramientas de código abierto que pueden ser empleadas para elaborar productos audiovisuales. En este sentido, la autora identifica y describe herrramientas que sirven tanto para elaborar documentos a utilizar en la Producción como para editar las imágenes o manipular el sonido. Siguiendo con la temática del open source, el texto de Miguel Baldwin Hidalgo: “Los MODS: El Arte por el Arte en el S.XXI”, centrado en los videojuegos, refleja las posibilidades que ofrece el Open Source para el desarrollo y el entrenamiento en el trabajo creativo
La Parte III “Cultura, Economía e Innovación. Nuevos Modelos de Financiación” se integra de textos que nacen de dos perspectivas. Por un lado, el texto de Victor Docampo Cancelas y el de Guadalupe Gallego Fuentes tienen como objetivo analizar las relaciones entre cultura, economía e innovación en dos contextos muy diferentes. Víctor Docampo Cancelas se centra en la realidad de Galicia, aportando datos sobre la situación de las industrias culturales en este sector. Gallego Fuentes aporta una visión documentada acerca del funcionamiento de las Industrias Culturales en China. Ambos textos, uno basado en una perspectiva que mira al entorno inmediato y el otro que nos translada hasta el país asiático, ofrecen matices, comentarios, datos y análisis que nos permiten enriquecer nuestra visión acerca de las Industrias Culturales y o Creativas.
Si bien estos dos textos tratan el tema de la economía como un aspecto que está en relación con las Industrias Culturales y que las moldea, los siguientes textos de esta Parte funcionan como fuentes de información y tambin de análisis acerca del fenómeno de reciente implantación en España que consiste en utilizar Internet como medio para convocar a usuarios que ayuden a cofinanciar proyectos creativos o de otro tipo. Si bien en todos los textos, se habla de este nuevo modelo de financiación, denomiando “crowdfundig”, todos ellos aportan algo diferenre acerca de la temática. De esta manera, Tania Lage Vázquez se centra en identificar y analizar plataformas online para la financiación colectiva de proyectos, Patricia Rodríguez Rodríguez localiza ejemplos de cine que se haya realizado en España utilizando el crowdfunding como modelo de financiación. Rebeca Pérez Rodríguez, realiza una tipología de las posibles maneras de llevar a cabo una financiación colectiva, Andrés Pascual Dias localiza ejemplos de proyectos realizados gracias al crowdfunding y reflexiona acerca del posible uso de este modelo de financiación en España. Por último, Ana María Mariño Nieves, localiza ejemplos de utilización del crowdfunding para financiar la realización de proyectos científicos y el apoyo a causas sociales.
La Parte IV “Evolución y Tendencias en la Creación y Consumo de los Productos y Bienes Culturales” ofrece reflexiones y análisis acerca de cómo diferentes industrias culturales están integrando el uso de internet y de las múltiples posibilidades que aporta para las diferentes tareas involucradas en el desarrollo de estas industrias.
Lia Bravo Pintos y Diego Ares Liñares, con estilos y perspectivas diferentes reflexionan acerca de lo que supone la introducción del Libro Digital para el Sector editorial. Por otro lado, Juan Carlos Rodríguez Silva y David Castro García se centraron en el sector de los videojuegos, detallándonos cómo se ha producido su consolidación y de qué manera han llegado a posicionarse como uno de los sectores de las industrias culturales que obtienen más beneficios.
Ana Vizcaíno Santiago y Andrea Andión Fernández se centran en la industria del cine. Vizcaíno Santiago analiza el papel de las plataformas para ver cine en Internet, identificando y describiendo las más importantes. Andión Fernández realiza una reflexión acerca de cómo la Industria del Cine se ha adaptado al medio Internet y aporta la perspectiva de un productor al que acudió para completar su análisis.
Por último, los trabajos de Diego Ares Liñares y de Guadalupe Gallego Fuentes se centran en el arte y en el museo, entendido este como un bien cultural. De esta manera, Ares Liñares, en “Urban Knitting. Un Apóstolo Vestido de Lá”, aporta su visión acerca del Urban Knitting, una práctica expresiva que se desarrolla en espacios públicos con diferentes motivaciones.
Gallego Fuentes, en El Museo: Un bien Cultural que Debe “Abrir las Puertas” y Acercarse a los Usuarios reflexiona acerca del papel de los Museos en la Sociedad, de su necesaria regeneración y acerca de los usos que algunos museos están haciendo de las nuevas tecnologías.
La Parte V “Indentificando Herramientas y Modelos para la Creación” se compone de textos en los que los autores identifican nuevas prácticas en los métodos de trabajo de las Industrias Culturales y/o Creativas, así como herramientas orientadas a la creación, a la elaboración del producto creativo. Los textos se refieren a industrias culturales y/o creativas diferentes y ejemplifican diferentes maneras de integrar el uso de las nuevas tecnologías por parte de las Industrias Culturales.
De esta manera, Bryan Fernández Chamadoira en ”El Crowdsourcing en la Publicidad” nos explica qué significa aplicar este modelo de creaciñon colaborativa en el diseño de campañas publicitarias, cuáles son sus posibles beneficios, aportando ejemplos de campañas que se han realizado apoyándose en este método de trabajo. En “Tres Herramientas para el Diseño Gráfico Online”. Rebeca Pérez Rodríguez analiza las ventajas de estas plataformas online para la creación, idemtificando y describiendo tres de ellas que son de utilidad para afrontar diferentes acciones que debemos acomenter cuando realizamos un trabajo de diseño gráfico.
Beatríz Muñíz , en su texto “La Autoedición como Fórmula de Democratización de la Información”, identifica las ventajas que implican las aplicaciones y procedimientos que posibilitan la autoedición por parte de los autores. Para ello, localizay describe algunas de las plataformas de autopublicación más utilizadas y nos habla de lo que implica el uso de procedimientos como el de “Print on Demand” o de impresión bajo demanda.
“Influencia del Live Cinema en la Publicidad” es un trabajo en el que su autor, David Cegarra García nos introduce al significado del Live Cinema, identificando y documentando sus orígenes para luego aplicar esta práctica a la Publicidad e identificar sus posibles usos y aplicaciones.
El texto de Andrea Andión Fernández “Blogs y Festivales Online: Herramientas para Impulsar el Desarrollo de la Industria de la Animación” hace hincaopié en las ventajas de la utilización de Internet para el desarrollo y la promoción del sector de la animación, así como para funcionar como motor de la creación.
En la línea, de la utilización de Internet para incorporar en las creaciones las aportaciones de los usuarios y las ventajas de poder comunicarnos con ellos de una manera mucho más directa que las que nos ofrecen los medios de comunicación tradicionales. Pablo González Fernández plantea un texto acerca de las Redes Sociales. Analizando su evolución y reflexionando acerca de su papel con respecto de las Industrias Culurales y/o Creativas.
El último texto de esta parte, “Nuevas Formas de llegar al Consumidor: Mundos Virtuales. El Caso del Sector Automovilístico”, se centra en identificar nuevas maneras de establecer vínculos con los usuarios para lograr promocionar productos. El autor, Daniel Fernández Soliño, se adentra en las plataformas para crear mundos virtuales, analizando algunas de las más conocidas y aportando datos acerca de sus usos y de las caracaterísticas de los usarios. Además, proporciona ejemplos de la aplicación de estos entornos virtuales por parte de empresas del sector automovilístico.
La Parte VI “Reflexionando Acerca del Rol de La Actividad Peridistica” aporta perspectivas acerca de cómo el ejercicio del periodismo se está realizando en la actualidad, de cómo las nuevas tecnologías han facilitado el desarrollo de nuevas formas de periodismo en las que la construción de las noticias se realiza teniendo en cuenta más parámetros de los que se aplican en los medios de comunicación tradicionles.
Sin duda, la actividad periodística es una de las actividades que, con la llegada de Internet ha visto como su significado se ha visto ampliado, ofreciendo, entre otras acciones, la posibilidad de desarrollar un “periodismo ciudadano” que trata acerca temáticas a las que no se les da cabida en los medios tradicionales y que permiten no tanto que los ciudadanos accedamos a lo que se nos ofrece como información, sino que nos informemos, sucediendo así que el concepto de información pasa de funcionar como sustantivo a funcionar como un adjetivo.
En “Periodismo como Industria cultural, La Revolución Digital, La Sociedad de la Información y La Crisis Publicitaria” Bryan Fernández Chamadoira realiza un análisis acerca de la evolución del periodismo desde la extensión en el uso de internet, abordando conceptos como la web 2.0, la web 3.0 e identificando aplicaciones y usos que las nuevas tecnologias posibilitan para el desarrollo de la profesión periodística.
Patricia Rodríguez Fernández encara el tema de las posibilidades que tienen los ciudanos para informarse acerca de las temáticas de su interés. Su texto, “La Opinión Pública y las Nuevas Tecnologías. ¿Estamos Manipulados por Los Medios de Masas?” es un trabajo anlático y de reflexión en el que indaga en los orígenes del significado de “Opinión Pública” para luego aplicarlo al entorno actual y ver cómo este concepto toma forma.
En el último texto de esta parte, María Ignacio Calvo, desde una pespectiva basada más en identificar características formales de los tipos de plataformas o de aplicaciones desde las que se desarrolla una actividad periodística en Internet, identifica las que ella define como “Nuevas Formas de Periodismo”.
La Parte VII “Redefiniendo la Industria Musical” se compone de cinco textos que ofrecen una visión amplia yprofunda acerca de cómo la Industria Musical puede aprovechar el uso de Internet en su favor, de cómo Internet impulsa la industria musical a través de la venta de discos en formato digital y poporcionando a los artistas herramientas como Youtube que les permiten compartir con los usuarios su música para que luego éstos acudan a sus conciertos.
Tras leer estos trabajos, tendremos una perspectiva amplia, informada y con criterio acerca de las ventajas que Internet implica para esta industria cultural. Mercedes Castillo García en su texto “Nuevas Formas de Comercialización en la Industria Musical” profundiza en las diversas aplicaciones disponibles a través de Internet para la venta y la venta de música, así como en los diferentes modelos de creación y de autoedición que se están integrando en el desarrollo d ella Industria Musical.
En “Nuevos Modelos de Negocio en el Ámbito Musical”, Tania Lage aborda, según sus palabras, la situación actual en el ámbito musical, caracterizada por una desestabilización y con alternativas en pleno desarrollo que se están aplicando a través del uso de Internet. La autora identifica y diferencia las características de los priuncipales modelos de negocio que se están desarrollando en Internet por parte de los agentes que intervienen en la configuración de la industria musical.
Los textos de Mariña Fernández Cao afrontan de manera enérgica, positiva y profesional el análisis de el estado de la Industria Musical y de sus posibilidades. En su texto “Los Festivales. Las Nuevas Industrias Culturales” asocia el rol de estos eventos como entornos en los que se desarrolla y se crea una actividad cultural compartida y plantea la necesidad de que se consideren como nuevas industrias culturales y/o creativas.
En e texto “Internet. La Catapulta Musical”, Mariña Fernández Cao identifica las potenciales de Internet y las aplicaciones que de este medio se están realizando para el desarrollo de la industria musical. Plantea la autora la multitud de posibilidades que Internet supone para los nuevos creadores que quieren vivir de la música y de realizar conciertos y analiza el rol actual del CD.
Paula Domínguez, en “El Auge de las Orquestas y de Los Grupos Locales Como Consecuencia de la Crisis en Galicia” plantea cómo la crisis económica en la que vivimos puede ser beneficioso para algún sector profesional de la Industria Musical, el de las Orrquestas y los Grupos Locales.
La Parte VIII, “ Identificando Ejemplos de Comunicación Publicitaria con los Usuarios que Generan Nuevos Modelos de Negocio” funciona como una ventana que nos muestra las infinitas posibilidades de las formas comunicativas para, en alianza con las nuevas tecnologías, motivar el desarrollo de nuevos modelos de negocio o de ampliar las posibilidades para modelos de negocio previamente utilizados.
Los textos que se incluyen en esta parte hacen referencia al Mundo al Sector de la Moda, y a las diferentes aplicaciones y recursos que este sector ha integrado para su integración en el entorno virtual y para establecer vínculos de comunicación con sus clientes y sus potenciales clientes. Cabe señalar que, qaunque no se considera un sector que forme parte de las Industrias Culturales o Creativas, el sector de la moda es uno de los más creativos e innovadores de todos los sectores productivos. De esta manera, parece normal que las autoras de los textos que siguen se hayn fijado en los usos de las nuevas tecnologías que hacen las empresas de este sector.
“¿Publicidad en Moda o Moda en la Publicidad? es un texto de Andrea Blanco Paredes en el que se plantea la relación entre la moda y la publicidad, reflexionando acerca de la influencia y de la interacción que se produce entre ambas realidades. Además, la autora indaga acerca del origen de las modas y de su aceptación por la sociedad.
En el sugerente texto “Cuando el Tweet Calza Loubotin”, Andrea Blanco Paredes realiza un análisis acerca del concepto “it-girl”. Sitúa los orígenes de este término en la actriz Clara Bow y nos muestra la evolución hasta el momento actual, indagando acerca de cómo adquiere visibilidad en las redes sociales. Paula Domínguez en “Las Nuevas Tecnologías en el Sector de la Moda” se centra en identificar recursos tecnológicos para ser aplicados tanto en el diseño de moda como por los usuarios compradores. De esta manera, identifica programas informáticos para el diseño de prendas y también aplicaciones informáticas que capturan la imagen de las personas para que puedan simular el acto de probarse una prenda. A través de “Las Pop-Up-Stores”, de Patricia Otero Couselo, descubrimos las ventajas que puede tener para las firmas de moda sacar sus colecciones de las tiendas y mostrarlas a los ciudadanos en espacios abiertos. Por último, en “Aplicaciones Móviles para la Comunicación, la Información y la Comercialización de Prendas de Ropa y Accesorios”, Patricia Otero Couselo identifica y describe herramientas orientadas a la comercialización de productos a través de plataformas pensadas para terminales móviles y a tareas de información y asesoramiento de estilismo a los usuarios.
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