12,089 research outputs found

    Interactive tools for the preservation, dissemination and study of silk heritage : an introduction to the SILKNOW Project

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    Silk was a major factor for progress in Europe, mostly along the Western Silk Road's network of production and market centers. The silk trade also allowed for the exchange of ideas and innovations, having impacts at economic, technical, functional, cultural and symbolic levels. However, silk has today become a seriously endangered heritage. Although many European specialized museums are devoted to its preservation, they usually lack the size and resources to take advantage of state-of-the-art digital technologies. The aim of this paper is twofold; firstly, we introduce SILKNOW, an interdisciplinary project that has been recently funded by the H2020 Programme of the European Union in order to preserve and promote the heritage of silk textiles; secondly, we introduce a set of interactive tools related to the projec

    Government as a social machine - the implications of government as a social machine for making and implementing market-based policy

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    This is the second of two reports from the Government as a Social Machine project. The first report gave an overview of the evolution of electronic/digital government, and explored the concept of 21st century government as a \u27social machine\u27. This report identifies seven social machines developed by governments in Australia and New Zealand. These social machines harness digital technologies in order to deliver more effective and efficient services, develop better business practices, and enable better accountability and transparency. The report gives an overview of each social machine in context, describing the social need that is being met and the community that has developed it, and begins to unravel some of the socio-political consequences that might arise from the use of these social machines within the public policy context. These reports are not intended to be comprehensive (further educational materials are being developed as part of the ANZSOG Case Library), but they are intended to begin a conversation amongst those studying or practicing in public policy as to how governments can better understand, manage and employ these evolving social machines for better governance and social benefit

    Catalyzing Networks for Social Change

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    Explains how funders can "catalyze" networks to address complex, interconnected issues: weave social ties; access diverse perspectives; openly build and share knowledge; create infrastructure for widespread engagement; and coordinate resources and action

    Desire Lines: Open Educational Collections, Memory and the Social Machine

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    This paper delineates the initial ideas around the development of the Co-Curate North East project. The idea of computerised machines which have a social use and impact was central to the development of the project. The project was designed with and for schools and communities as a digital platform which would collect and aggregate ‘memory’ resources and collections around local area studies and social identity. It was a co-curation process supported by museums and curators which was about the ‘meshwork’ between ‘official’ and ‘unofficial’ archives and collections and the ways in which materials generated from within the schools and community groups could themselves be re-narrated and exhibited online as part of self-organised learning experiences. This paper looks at initial ideas of social machines and the ways in machines can be used in identity and memory studies. It examines ideas of navigation and visualisation of data and concludes with some initial findings from the early stages of the project about the potential for machines and educational work

    Zapotec Language Activism And Talking Dictionaries

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    Online dictionaries have become a key tool for some indigenous communities to promote and preserve their languages, often in collaboration with linguists. They can provide a pathway for crossing the digital divide and for establishing a first-ever presence on the internet. Many questions around digital lexicography have been explored, although primarily in relation to large and well-resourced languages. Lexical projects on small and under-resourced languages can provide an opportunity to examine these questions from a different perspective and to raise new questions (Mosel, 2011). In this paper, linguists, technical experts, and Zapotec language activists, who have worked together in Mexico and the United States to create a multimedia platform to showcase and preserve lexical, cultural, and environmental knowledge, share their experience and insight in creating trilingual online Talking Dictionaries in several Zapotec languages. These dictionaries sit opposite from big data mining and illustrate the value of dictionary projects based on small corpora, including having the flexibility to make design decisions to maximize community impact and elevate the status of marginalized languages

    Virtual communities: between culture and economy

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    From its earliest years, the development of the Internet was grounded in economic relations, be it with the government or private investors. This condition spilled over into the Web development and all of its corresponding features, including the people populating the Web – thus making an impact on a new form of community: a virtual one. The economic relations of the real world affect the creation of new forms of labor, referred to as immaterial labor, which is produced by a new type of worker. This new type of worker is endemic to the new conditions of labor most visible in instances of human interaction, participation, cooperation and collaboration in virtual communities, best examples being the social networking sites. The collaborating subject, i.e. the producer is at the same time both a consumer and a producer of the products of the social production happening in the virtual world. It is referred to as a prosumer. The concept of a prosumer is closely linked to the new forms of economic gains for the individual users. The gains need not be monetary, they also include psychological satisfaction for the individual. This psychological effect of participating in virtual communities is termed affective gain, or affective reward. In addition, the Web users’ participation in online communities is one of the main sources of profit for the large companies online owning the said social networking sites. However, there are certain aspects of collaboration online that are not susceptible to profit extraction. They include, among other things, the open source culture online. Open source movement allows the individual to be excluded from larger monetary exchanges and capitalist relations operating online. It pits users’ collaboration – seen as one of the main sources of profit – against market relations online. All these various aspects of our virtual lives are explored in detail

    Understanding the social in a digital age

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    Datafication, algorithms, social media and their various assemblages enable massive connective processes, enriching personal interaction and amplifying the scope and scale of public networks. At the same time, surveillance capitalists and the social quantification sector are committed to monetizing every aspect of human communication, all of which threaten ideal social qualities, such as togetherness and connection. This Special Issue brings together a range of voices and provocations around ‘the social’, all of which aim to critically interrogate mediated human connection and their contingent socialities. Conventional methods may no longer be adequate, and we must rethink not only the fabric of the social but the very tools we use to make sense of our changing social formations. This Special Issue raises shared concerns with what the social means today, unpicking and rethinking the seams between digitization and social life that characterize today’s digital age

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge
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