Digital Creativity

Author(s):  
Ioanna Symeonidou

This chapter tackles the topic of digital creativity and the use of new technologies for architectural innovation. Architects exploit the possibilities offered by digital media, with a direct repercussion on the design process and style. It is vital to understand that new technologies are not to be isolated from traditional media, innovation may arise by the combination of analogue and digital techniques and design methodologies. New media opens up new possibilities and designers should experiment, evolve and use the immense power of computation to make the best of his designs. We must acknowledge the current generation of designers is witnessing a transition phase, as it comprises of both “digital natives” and “digital immigrants,” it is therefore a unique opportunity to examine the influence of digital media in architecture and education, critically observe the technological advances and integrate analogue and digital tools for form-finding.

Author(s):  
Łukasz Tomczyk ◽  
Vladimir Costas Jáuregui ◽  
Cibelle Albuquerque de La Higuera Amato ◽  
Darwin Muñoz ◽  
Magali Arteaga ◽  
...  

Abstract The aim of the article is to highlight the key elements related to the implementation of new technologies in education from the perspective of the opinions and experiences of educators in the field in Bolivia, Brazil, the Dominican Republic, Ecuador, Finland, Poland, Turkey, and Uruguay. The text compares issues related to attitudes towards the use of new media in education, experiences with different forms of e-learning, and the level of restrictions on the use of smartphones in school. These variables are juxtaposed with the self-assessment of digital competence and how cyberspace is used. The survey was conducted using a standardised survey questionnaire translated into the relevant national languages in the first half of 2019, and involved a sample of 873 teachers representing eight countries. On the basis of the pilot studies it was noted that: 1) Teachers from LAC and EU like to use digital media - this is a constant trend independent of geographical location; 2) Teachers note that new technologies are not always better than analogue didactic aids; 3) Teachers from selected countries (the Dominican Republic, Brazil, Turkey, and Uruguay) have much greater techno-optimism in themselves than teachers from Bolivia, Poland, Finland and Turkey in terms of the impact of ICT on student motivation and engagement; 4) In all countries teachers prefer free online courses (the different forms of e-learning are used most often by those in the Dominican Republic, and the least often in Bolivia and Poland); 5) In each country teachers who highly value their own digital competences and have a positive attitude towards new media use ICT much more actively; 6) There is also a global trend in that the extensive use of cyberspace (typical e-services) appears in combination with the extensive use of various forms of e-learning; 7) Teachers from Ecuador are most likely to want to ban the use of smartphones in schools. The most liberal approach in this respect is taken by the Uruguayans; 8) The knowledge of the conditions related to restricting the use of smartphones goes beyond the analyses related to the style of use and attitude towards new media. This article is the result of pilot studies conducted within the framework of the SMART ECOSYSTEM FOR LEARNING AND INCLUSION project carried out in selected Latin American, Caribbean (LAC) and European (EU) countries.


2018 ◽  
Vol 10 (1) ◽  
pp. 69-86 ◽  
Author(s):  
Sergio Nasarre-Aznar

Purpose This paper aims to discuss the questioning around the current suitability of ownership both for accessing to certain property (housing, to be more specific) and chattels (digital contents, animals and autonomous robots) that have recently flourished, favored by technological advances and the change in the values of the millennials’ in a context of crisis. Design/methodology/approach The process of substitution (e.g. through alternative housing tenures, such as intermediate tenures and collaborative housing, licensing digital contents) or erosion/elimination (e.g. owning animals and robots, tokenization through blockchain) of ownership through key types of property and chattels. Findings Ownership, both of land and goods, is again at the stake. Technological advances and/or new values of millennials in a context of crisis have led to questioning the suitability of ownership to favor universal access to housing, of holding music and other digital contents, have limited the faculties of animals’ and pets’ owners and are favoring the evolution of autonomous robots into subjects of law rather than mere objects. Research limitations/implications Only key property (housing) and chattels are studied (digital contents, animals, robots). There is no broad study of the global current situation of ownership. Practical implications It is discussed how the changes of values and technological advances in a context of crisis have impacted in the strength and reliability of ownership to allow access to property and chattels. Social implications These changes in ownership change how we can access to property (housing) and to chattels (digital media) and even to changes in what is considered “object” such as what is happening in Europe with animals and robots. Originality/value This is a new approach to consequences of the crisis in the field of housing (fractioning of ownership -temporal and shared ownership-, collaborative economy) and a change of values in the new millennial generation (animals) in this context and owing to the advance of the new technologies (robots). Is ownership again at the stake?


Author(s):  
Maribeth Back ◽  
Takashi Matsumoto ◽  
Anthony Dunnigan

AbstractModern design embraces digital augmentation, especially in the interplay of digital media content and the physical dispersion and handling of information. Based on the observation that small paper memos with sticky backs (such as Post-Its™) are a powerful and frequently used design tool, we have created Post-Bits, a new interface device with a physical embodiment that can be handled as naturally as paper sticky notes by designers, yet add digital information affordances as well. A Post-Bit is a design prototype of a small electronic paper device for handling multimedia content, with interaction control and display in one thin flexible sheet. Tangible properties of paper such as flipping, flexing, scattering, and rubbing are mapped to controlling aspects of the multimedia content such as scrubbing, sorting, or up- or downloading dynamic media (images, video, text). In this paper we discuss both the design process involved in building a prototype of a tangible interface using new technologies, and how the use of Post-Bits as a tangible design tool can impact two common design tasks: design ideation or brainstorming, and storyboarding for interactive systems or devices.


Author(s):  
Rebekah Willett

There are numerous discourses that seek to define the relationships between young people and digital media. These discourses have different and sometimes contradictory ways of constructing learners and the learning environment (Facer et al. 2001). On the one hand there are panics around new media which position children and young people as being at risk from the dangers of digital technology. In this view children are in need of careful teaching and controlling, as they are unable to learn the correct and safe way to use digital technology on their own. In complete contrast, there are discourses around new technologies which position children as ready learners and technology as offering endless easy-to-use resources for worthwhile learning. This latter view of children as „natural cyberkids’ overlooks many aspects of learning and digital technology, not least the socio-cultural aspects of learning or the possibility that there might be a developmental progression of skills related to learning new technologies.


2022 ◽  
pp. 506-525
Author(s):  
Mehmet Karacuka ◽  
Hakan Inke ◽  
Justus Haucap

Information and communication technologies shape, direct, and deter political behaviour and institutions as the increase in internet usage regulate our daily lives. The advance of internet and digital media also shape political involvement, partisanship, and ideology. Internet, as the new media, is an important information source that shapes political behaviour along with other effects on societal layers. The new technologies provide a platform for the voices of minorities and disadvantaged communities, therefore urging a pluralist agenda. They are also blamed for the recent rise of populism and polarisation by creating echo-chambers, filter-bubbles, and the “fake news.” In this study, the authors analyse the possible effects of internet usage on political polarisation and ideological extremism by utilising World Values Survey Wave 7 Data for 40 countries. The findings show that internet usage and education level decrease extremism, while safety, work anxiety, and religiosity drive people to the extreme.


Author(s):  
Jan Kreft

Considering various perspectives and interpretations, a myth has been present in the operation of numerous organizations. Management and entrepreneurship undergo the process of mythologization as well as organizations, with their foundation myths and mythological heroes. Myths refer to the results of the operations run by organizations and their capabilities – such questions have been considered in expert literature on management. The problem of myths has been scarcely researched in the studies on operations performed by media organizations. In media environment, the myth has been following traditional media in their capabilities which refer to their functioning as the Fourth Estate. In the time of digital media, convergence of media, IT, and telecommunication sectors, all the “new media” have been mythologized. Myths have been accompanying the activities of particular organizations and their heroes – leaders; the potential of media organizations has also been mythologized in the context of solving social problems as well as in the context of achieving business objectives.


2016 ◽  
Vol 32 (11) ◽  
pp. 7-9

Purpose This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting-edge research and case studies. Design/methodology/approach This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Findings The way people are consuming media has changed. The power is no longer held by a select few organizations that dictate what people have access to and when. The structure of having gatekeepers in the media is shifting toward open access and free content, changing how such organizations increase revenue. The prevalence of new technologies such as smartphones and tablets mean that cross-platform viewing is essential. These consumers do not want to be controlled in their viewing habits, whether it be with music, TV, film, or news because they wish to be able to pick and choose what they want, when they want it. In contrast, however, consumers also want to be offered some degree of tailored media based on their preferences for when they do not wish to expend effort searching themselves. Finding the perfect balance for these modern consumers in new media means breaking away from traditional approaches and embracing a new direction. Practical implications The paper provides strategic insights and practical thinking that have influenced some of the world’s leading organizations. Originality/value The briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy-to-digest format.


Author(s):  
Elena Caoduro

As digital media have become more pervasive and entrenched in our daily routines, a nostalgic countertrend has increasingly valued the physical and tactile nature of the analogue image. In the past few years, technologically obsolete devices, such as lo-fi cameras and vinyl records, have not faded out of sight completely but are instead experiencing a comeback. At the same time, digital media capitalise on the nostalgia for the analogue and fetishise the retro aesthetics of old technologies. This article explores the emergence of photo filter and effect applications which allow users to modify digital photos, adding signifiers of age such as washed-out colours, scratches and torn borders. It is argued that these new technologies, with programs such as Instagram, Hipstamatic and Camera 360, bring back the illusory physicality of picture-taking through digital skeuomorphism. Drawing on media archaeology practice, this article interrogates the limits of the retro sensibility and the fetishisation of the past in the context of digital media, in particular by focusing on the case study of the start-up Instagram. This photo filter application neither merely stresses the twilight nature of photography nor represents the straightforward digital evolution of previous analogue features. Rather, it responds to the necessity to feel connected to the past by clear and valued signs of age, mimicking a perceived sense of loss. Faced with the persistent hipster culture and the newness of digital media, photo filter apps create comfortable memories, ageing pictures and adding personal value. As such, it will be argued that this phenomenon of nostalgia for analogue photography can be linked to the concepts of ritual and totem. By providing a critical history of Instagram as a photo-sharing social network, this article aims to explain new directions in the rapidly changing system of connective media.


2020 ◽  
pp. 306-318
Author(s):  
Wang Yan

This paper studies the development of economic ties between professional sports and media in the past ten years by the example of the Olympic Games media coverage. The main purpose of the research is to identify the regularities that are formed in the communicative environment of elite sports. The paper is focused on the Olympic Games as the global sports events that include several types of sports competitions. The subject of the study is the sport as a product. The object of the study is the sport entertainment products in the media sphere. The relevance of the research is that the interconnections between sports and media expand and change rapidly and are influenced not only by the development of new technologies but also by a coronavirus situation. The systematization of literary sources on the selected matter indicated the need for further studies to reflect the rampant evolution of sports media and the lack of unified terminology for viewing professional sports through the prism of mass media as a media product. The methodology of the research is based on the analysis of open-source statistical data and a set of empirical materials (official websites of sports organizations, TV channels, and social media pages). The author viewed these materials from four perspectives: the audience, the marketing approach, the sports themselves as a source of information, the mainstream and the new media. The results allowed identifying the main trends of the information space formation around the object under study. These trends prove that the structure of the «Elite Sports» media product is becoming more complex, and the number of communicative links and broadcasting opportunities of sports events has increased. Finally, the author proposed a conceptual model of representing professional sports as a media product on the example of the major sports events, through defining its communication links. The findings of the research could be useful for setting vectors for studying mainstream and new media in the chosen area. The study can be of interest to sports journalists, bloggers, managers, and officials. Keywords audience, communication, content distribution, professional sports, sports event.


Author(s):  
Neal M. Burns

Advertising effectiveness and its measurement has characteristically been a subject of concern and debate and with the availability and access of the Internet and digital technology the issue is still elusive and complex. This chapter provides a review of the measures that were frequently used to determine the audience that was impacted with traditional media resources as well as those media and message processes generally called new or “alternative” - in that they are different than the traditional electronic, print and out-of home that have been used by advertisers and their agencies for more than 100 years. The chapter reviews and discusses which measures are simply cost indices and which are measures of effectiveness. The emphasis reflects the interests of both those working in the field as practitioners as well as those involved in its research and instruction. In a profession in which decisions in the past were built upon cost per thousand (CPT or CPM), cost per point (CPP) and the challenges of ROI and share fight, the metrics for new media must be precisely defined, valid and reliable. Assessing advertising effectiveness is–as has been said–challenging. The need to inform, persuade and sell in a global marketplace with a technological base that incorporates all we have used in the past plus the networks and mobile delivery now available have already served to make this aspect of communication a compelling set of opportunities. Digital media and delivery are revolutionary and their impact will be profound. Ideally, the problems to be solved will bring those doing the research and those in practice closer than they have been in the past. The metrics to be developed and the narratives that will follow will reflect the ways in which we relate to products and services and to each other in the 21st Century.


Sign in / Sign up

Export Citation Format

Share Document