ºÝºÝߣshows by User: gsancornelio / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: gsancornelio / Fri, 29 Jan 2021 10:01:26 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: gsancornelio Entorn digitals i productes culturals. Nous llenguatges i partcipació /slideshow/entorn-digitals-i-productes-culturals-nous-llenguatges-i-partcipaci/241997440 presentaciogemmaxarxavives-210129100127
±Ê°ù±ð²õ±ð²Ô³Ù²¹³¦¾±Ã³ ]]>

±Ê°ù±ð²õ±ð²Ô³Ù²¹³¦¾±Ã³ ]]>
Fri, 29 Jan 2021 10:01:26 GMT /slideshow/entorn-digitals-i-productes-culturals-nous-llenguatges-i-partcipaci/241997440 gsancornelio@slideshare.net(gsancornelio) Entorn digitals i productes culturals. Nous llenguatges i partcipació gsancornelio ±Ê°ù±ð²õ±ð²Ô³Ù²¹³¦¾±Ã³ <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentaciogemmaxarxavives-210129100127-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ±Ê°ù±ð²õ±ð²Ô³Ù²¹³¦¾±Ã³
Entorn digitals i productes culturals. Nous llenguatges i partcipaciå¦ from Gemma San Cornelio Esquerdo
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How is society accepting digital identity? /slideshow/how-is-society-accepting-digital-identity/134223770 mwcpresentationsancornelio-190302223430
Presentation at the Seminar on Digital Identity - Mobile World Congress 2019]]>

Presentation at the Seminar on Digital Identity - Mobile World Congress 2019]]>
Sat, 02 Mar 2019 22:34:30 GMT /slideshow/how-is-society-accepting-digital-identity/134223770 gsancornelio@slideshare.net(gsancornelio) How is society accepting digital identity? gsancornelio Presentation at the Seminar on Digital Identity - Mobile World Congress 2019 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mwcpresentationsancornelio-190302223430-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation at the Seminar on Digital Identity - Mobile World Congress 2019
How is society accepting digital identity? from Gemma San Cornelio Esquerdo
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Selfies and cultural events. Tartu aoir 2017 /slideshow/selfies-and-cultural-events-tartu-aoir-2017/81117924 tartuaoir2017-171023202940
In this paper we present some of the results obtained from two events occurred in Barcelona in 2016: the music festival Primavera Sound and the Barcelona Games World convention. ]]>

In this paper we present some of the results obtained from two events occurred in Barcelona in 2016: the music festival Primavera Sound and the Barcelona Games World convention. ]]>
Mon, 23 Oct 2017 20:29:40 GMT /slideshow/selfies-and-cultural-events-tartu-aoir-2017/81117924 gsancornelio@slideshare.net(gsancornelio) Selfies and cultural events. Tartu aoir 2017 gsancornelio In this paper we present some of the results obtained from two events occurred in Barcelona in 2016: the music festival Primavera Sound and the Barcelona Games World convention. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/tartuaoir2017-171023202940-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this paper we present some of the results obtained from two events occurred in Barcelona in 2016: the music festival Primavera Sound and the Barcelona Games World convention.
Selfies and cultural events. Tartu aoir 2017 from Gemma San Cornelio Esquerdo
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Narrativas sobre la maternidad en instagram https://es.slideshare.net/slideshow/narrativas-sobre-la-maternidad-en-instagram/80875046 congresvalencia-171016214547
En la presente comunicación presentaré un estudio de caso, desarrollado en el marco del proyecto de investigación financiado Selfiestories y personal data (BBVA, 2014-2017). Durante dos años he realizado una etnografía digital de varias usuarias de instagram, mujeres que habían publicado selfies poco después de haber dado a luz. Estas acciones compartían la reivindicación del cuerpo natural -en oposición a las imágenes de cuerpos perfectos- que a menudo muestran determinadas celebrities, incluso después del parto. ¿Qué narrativas generan estas acciones?]]>

En la presente comunicación presentaré un estudio de caso, desarrollado en el marco del proyecto de investigación financiado Selfiestories y personal data (BBVA, 2014-2017). Durante dos años he realizado una etnografía digital de varias usuarias de instagram, mujeres que habían publicado selfies poco después de haber dado a luz. Estas acciones compartían la reivindicación del cuerpo natural -en oposición a las imágenes de cuerpos perfectos- que a menudo muestran determinadas celebrities, incluso después del parto. ¿Qué narrativas generan estas acciones?]]>
Mon, 16 Oct 2017 21:45:47 GMT https://es.slideshare.net/slideshow/narrativas-sobre-la-maternidad-en-instagram/80875046 gsancornelio@slideshare.net(gsancornelio) Narrativas sobre la maternidad en instagram gsancornelio En la presente comunicación presentaré un estudio de caso, desarrollado en el marco del proyecto de investigación financiado Selfiestories y personal data (BBVA, 2014-2017). Durante dos años he realizado una etnografía digital de varias usuarias de instagram, mujeres que habían publicado selfies poco después de haber dado a luz. Estas acciones compartían la reivindicación del cuerpo natural -en oposición a las imágenes de cuerpos perfectos- que a menudo muestran determinadas celebrities, incluso después del parto. ¿Qué narrativas generan estas acciones? <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/congresvalencia-171016214547-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> En la presente comunicación presentaré un estudio de caso, desarrollado en el marco del proyecto de investigación financiado Selfiestories y personal data (BBVA, 2014-2017). Durante dos años he realizado una etnografía digital de varias usuarias de instagram, mujeres que habían publicado selfies poco después de haber dado a luz. Estas acciones compartían la reivindicación del cuerpo natural -en oposición a las imágenes de cuerpos perfectos- que a menudo muestran determinadas celebrities, incluso después del parto. ¿Qué narrativas generan estas acciones?
from Gemma San Cornelio Esquerdo
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Co-creation and Participation as Means of Innovation in New Media /slideshow/cocreation-and-participation-as-means-of-innovation-in-new-media/63909995 uocshowcasegsancornelio-160711130204
Presentation at UOC Research Showcase 2015]]>

Presentation at UOC Research Showcase 2015]]>
Mon, 11 Jul 2016 13:02:03 GMT /slideshow/cocreation-and-participation-as-means-of-innovation-in-new-media/63909995 gsancornelio@slideshare.net(gsancornelio) Co-creation and Participation as Means of Innovation in New Media gsancornelio Presentation at UOC Research Showcase 2015 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uocshowcasegsancornelio-160711130204-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation at UOC Research Showcase 2015
Co-creation and Participation as Means of Innovation in New Media from Gemma San Cornelio Esquerdo
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Visual standards and disruptive practices in selfies /slideshow/visual-standards-and-disruptive-practices-in-selfies/55576801 visualstandardsanddisruptivepracticesinselfies-151127121513-lva1-app6891
In this paper we want to present a first exploration of these canonical and disruptive uses of “selfie†through combining two approaches: first, we will explore through bigdata analysis the performance of different tags related to the practice of selfie on Instagram. Second, we will analyse with qualitative methods different ways to play and transgress the selfie ‘canon’(s) including art or activist practices.]]>

In this paper we want to present a first exploration of these canonical and disruptive uses of “selfie†through combining two approaches: first, we will explore through bigdata analysis the performance of different tags related to the practice of selfie on Instagram. Second, we will analyse with qualitative methods different ways to play and transgress the selfie ‘canon’(s) including art or activist practices.]]>
Fri, 27 Nov 2015 12:15:13 GMT /slideshow/visual-standards-and-disruptive-practices-in-selfies/55576801 gsancornelio@slideshare.net(gsancornelio) Visual standards and disruptive practices in selfies gsancornelio In this paper we want to present a first exploration of these canonical and disruptive uses of “selfie†through combining two approaches: first, we will explore through bigdata analysis the performance of different tags related to the practice of selfie on Instagram. Second, we will analyse with qualitative methods different ways to play and transgress the selfie ‘canon’(s) including art or activist practices. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/visualstandardsanddisruptivepracticesinselfies-151127121513-lva1-app6891-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this paper we want to present a first exploration of these canonical and disruptive uses of “selfie†through combining two approaches: first, we will explore through bigdata analysis the performance of different tags related to the practice of selfie on Instagram. Second, we will analyse with qualitative methods different ways to play and transgress the selfie ‘canon’(s) including art or activist practices.
Visual standards and disruptive practices in selfies from Gemma San Cornelio Esquerdo
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BEING LUCKY. TRANSMEDIA AND CO-CREATION PRACTICES IN MUSIC VIDEO-CLIPS /slideshow/being-lucky/29142271 presentationgetluckytransmedialiteracy2-131212060138-phpapp02
This presentation aims at exploring transmedia literacies in music through the research of co-creation of online music videos. More specifically, our objective is to analyze the aesthetics of crowdsourced music projects in order to find out specific features. In other words, we would like to analyze whether there is something akin to a ‘collaborative aesthetic’ in the production of collaborative music videos, beyond the ordinary features of internet music videos, such as simplicity, unweightness and lo-res aesthetic (Vernalis, p. 243). We will focus on the project “Evolution of Get Luckyâ€, a crowdsourced project promoted by the musician PV NOVA in 2013, how set up a call for producing and sending cover versions of the popular Daft Punk song ‘Get Lucky’, reworking it to fit in different temporal frameworks. The result of the project is a video that contains fragments of the song interconnecting different past and future moments in the history of popular music. Drawing from our current research on co-creation and participation in new media creative practices (San Cornelio & Gómez, 2014; Roig et al, 2013), where we combine theoretical conceptualization of the different approaches to co-creation, with an ethnographic approach to creative communities (conditions for participation, ownership, motivations, rewards) and relevant case studies, we will deal with the aesthetic and narrative aspects of crowdsourced projects as an exponent of user-generated transmedia content (Scolari, 2013). Preliminary observations of the case point to a playful appropriation of pop history through co-creation, showing that “audio artifacts and technologies apparently invoke a cultural nostalgia typical for a specific time and age†(Van Dijck, 2004). ]]>

This presentation aims at exploring transmedia literacies in music through the research of co-creation of online music videos. More specifically, our objective is to analyze the aesthetics of crowdsourced music projects in order to find out specific features. In other words, we would like to analyze whether there is something akin to a ‘collaborative aesthetic’ in the production of collaborative music videos, beyond the ordinary features of internet music videos, such as simplicity, unweightness and lo-res aesthetic (Vernalis, p. 243). We will focus on the project “Evolution of Get Luckyâ€, a crowdsourced project promoted by the musician PV NOVA in 2013, how set up a call for producing and sending cover versions of the popular Daft Punk song ‘Get Lucky’, reworking it to fit in different temporal frameworks. The result of the project is a video that contains fragments of the song interconnecting different past and future moments in the history of popular music. Drawing from our current research on co-creation and participation in new media creative practices (San Cornelio & Gómez, 2014; Roig et al, 2013), where we combine theoretical conceptualization of the different approaches to co-creation, with an ethnographic approach to creative communities (conditions for participation, ownership, motivations, rewards) and relevant case studies, we will deal with the aesthetic and narrative aspects of crowdsourced projects as an exponent of user-generated transmedia content (Scolari, 2013). Preliminary observations of the case point to a playful appropriation of pop history through co-creation, showing that “audio artifacts and technologies apparently invoke a cultural nostalgia typical for a specific time and age†(Van Dijck, 2004). ]]>
Thu, 12 Dec 2013 06:01:38 GMT /slideshow/being-lucky/29142271 gsancornelio@slideshare.net(gsancornelio) BEING LUCKY. TRANSMEDIA AND CO-CREATION PRACTICES IN MUSIC VIDEO-CLIPS gsancornelio This presentation aims at exploring transmedia literacies in music through the research of co-creation of online music videos. More specifically, our objective is to analyze the aesthetics of crowdsourced music projects in order to find out specific features. In other words, we would like to analyze whether there is something akin to a ‘collaborative aesthetic’ in the production of collaborative music videos, beyond the ordinary features of internet music videos, such as simplicity, unweightness and lo-res aesthetic (Vernalis, p. 243). We will focus on the project “Evolution of Get Luckyâ€, a crowdsourced project promoted by the musician PV NOVA in 2013, how set up a call for producing and sending cover versions of the popular Daft Punk song ‘Get Lucky’, reworking it to fit in different temporal frameworks. The result of the project is a video that contains fragments of the song interconnecting different past and future moments in the history of popular music. Drawing from our current research on co-creation and participation in new media creative practices (San Cornelio & Gómez, 2014; Roig et al, 2013), where we combine theoretical conceptualization of the different approaches to co-creation, with an ethnographic approach to creative communities (conditions for participation, ownership, motivations, rewards) and relevant case studies, we will deal with the aesthetic and narrative aspects of crowdsourced projects as an exponent of user-generated transmedia content (Scolari, 2013). Preliminary observations of the case point to a playful appropriation of pop history through co-creation, showing that “audio artifacts and technologies apparently invoke a cultural nostalgia typical for a specific time and age†(Van Dijck, 2004). <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentationgetluckytransmedialiteracy2-131212060138-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation aims at exploring transmedia literacies in music through the research of co-creation of online music videos. More specifically, our objective is to analyze the aesthetics of crowdsourced music projects in order to find out specific features. In other words, we would like to analyze whether there is something akin to a ‘collaborative aesthetic’ in the production of collaborative music videos, beyond the ordinary features of internet music videos, such as simplicity, unweightness and lo-res aesthetic (Vernalis, p. 243). We will focus on the project “Evolution of Get Luckyâ€, a crowdsourced project promoted by the musician PV NOVA in 2013, how set up a call for producing and sending cover versions of the popular Daft Punk song ‘Get Lucky’, reworking it to fit in different temporal frameworks. The result of the project is a video that contains fragments of the song interconnecting different past and future moments in the history of popular music. Drawing from our current research on co-creation and participation in new media creative practices (San Cornelio &amp; Gómez, 2014; Roig et al, 2013), where we combine theoretical conceptualization of the different approaches to co-creation, with an ethnographic approach to creative communities (conditions for participation, ownership, motivations, rewards) and relevant case studies, we will deal with the aesthetic and narrative aspects of crowdsourced projects as an exponent of user-generated transmedia content (Scolari, 2013). Preliminary observations of the case point to a playful appropriation of pop history through co-creation, showing that “audio artifacts and technologies apparently invoke a cultural nostalgia typical for a specific time and age†(Van Dijck, 2004).
BEING LUCKY. TRANSMEDIA AND CO-CREATION PRACTICES IN MUSIC VIDEO-CLIPS from Gemma San Cornelio Esquerdo
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Playing the invisible rules of creation: transforming practices in collaborative music experiences. /slideshow/bonn-presentation-v3/26933147 bonnpresentationv3-131007051726-phpapp02
This paper is focused on collaborative creation, as an exponent of emerging creative practices considered as a promise for the creative industries, trying to find innovative ways to create or distribute contents in a digital landscape driven by uncertainty. This is particularly relevant in the case of the music industry, considered as the first and foremost victim of user-driven practices like file sharing. Beyond well-known discourses on piracy, the music industry -and musicians- are engaged in a continuous process of re-invention, trying to reinstate the ties with consumers long lost through a system based on scarcity and successive booms of sales (and re-sales) of physical support recordings. Drawing from our previous research on playful practices and negotiation and conflict (Ardèvol et al, 2011, Roig et al, 2013), our aim is to explore and analyze how rules are constituted in creative practices that are oriented to foster playful appropriation, enactment and/or co-creation of cultural objects in music. We will present an early analysis of Beck Hansen’s co-creation project Song Reader and specific remix experiences through a comparative research focused in music creation/ appropriation. ]]>

This paper is focused on collaborative creation, as an exponent of emerging creative practices considered as a promise for the creative industries, trying to find innovative ways to create or distribute contents in a digital landscape driven by uncertainty. This is particularly relevant in the case of the music industry, considered as the first and foremost victim of user-driven practices like file sharing. Beyond well-known discourses on piracy, the music industry -and musicians- are engaged in a continuous process of re-invention, trying to reinstate the ties with consumers long lost through a system based on scarcity and successive booms of sales (and re-sales) of physical support recordings. Drawing from our previous research on playful practices and negotiation and conflict (Ardèvol et al, 2011, Roig et al, 2013), our aim is to explore and analyze how rules are constituted in creative practices that are oriented to foster playful appropriation, enactment and/or co-creation of cultural objects in music. We will present an early analysis of Beck Hansen’s co-creation project Song Reader and specific remix experiences through a comparative research focused in music creation/ appropriation. ]]>
Mon, 07 Oct 2013 05:17:26 GMT /slideshow/bonn-presentation-v3/26933147 gsancornelio@slideshare.net(gsancornelio) Playing the invisible rules of creation: transforming practices in collaborative music experiences. gsancornelio This paper is focused on collaborative creation, as an exponent of emerging creative practices considered as a promise for the creative industries, trying to find innovative ways to create or distribute contents in a digital landscape driven by uncertainty. This is particularly relevant in the case of the music industry, considered as the first and foremost victim of user-driven practices like file sharing. Beyond well-known discourses on piracy, the music industry -and musicians- are engaged in a continuous process of re-invention, trying to reinstate the ties with consumers long lost through a system based on scarcity and successive booms of sales (and re-sales) of physical support recordings. Drawing from our previous research on playful practices and negotiation and conflict (Ardèvol et al, 2011, Roig et al, 2013), our aim is to explore and analyze how rules are constituted in creative practices that are oriented to foster playful appropriation, enactment and/or co-creation of cultural objects in music. We will present an early analysis of Beck Hansen’s co-creation project Song Reader and specific remix experiences through a comparative research focused in music creation/ appropriation. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/bonnpresentationv3-131007051726-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This paper is focused on collaborative creation, as an exponent of emerging creative practices considered as a promise for the creative industries, trying to find innovative ways to create or distribute contents in a digital landscape driven by uncertainty. This is particularly relevant in the case of the music industry, considered as the first and foremost victim of user-driven practices like file sharing. Beyond well-known discourses on piracy, the music industry -and musicians- are engaged in a continuous process of re-invention, trying to reinstate the ties with consumers long lost through a system based on scarcity and successive booms of sales (and re-sales) of physical support recordings. Drawing from our previous research on playful practices and negotiation and conflict (Ardèvol et al, 2011, Roig et al, 2013), our aim is to explore and analyze how rules are constituted in creative practices that are oriented to foster playful appropriation, enactment and/or co-creation of cultural objects in music. We will present an early analysis of Beck Hansen’s co-creation project Song Reader and specific remix experiences through a comparative research focused in music creation/ appropriation.
Playing the invisible rules of creation: transforming practices in collaborative music experiences. from Gemma San Cornelio Esquerdo
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El modding como práctica de co-creación: estudio del caso de Moviestorm /slideshow/el-modding-como-prctica-de-cocreacin-estudio-del-caso-de-moviestorm/23563002 presentacioblanquerna2013-130627041155-phpapp01
La presente comunicación aborda el fenómeno de la participación de los usuarios de los nuevos medios a partir de formas específicas de producción que promueven la interacción entre creadores e industria. Este tipo de colaboración, definida como ‘co-creación’, tiene lugar “cuando un componente significativo del diseño, el desarrollo, la producción, la comercialización y la distribución un producto audiovisual se obtiene mediante la participación o intervención directa de consumidores o usuarios†(Banks y Potts, 2010: 254). Teniendo en cuenta esta definición presentaremos el análisis de un caso de co-creación producido en el contexto de Moviestorm, un software de animación 3D cuya comunidad de modders constituye una fuerza productiva esencial en el desarrollo de addons, skins y otros complementos del programa. ]]>

La presente comunicación aborda el fenómeno de la participación de los usuarios de los nuevos medios a partir de formas específicas de producción que promueven la interacción entre creadores e industria. Este tipo de colaboración, definida como ‘co-creación’, tiene lugar “cuando un componente significativo del diseño, el desarrollo, la producción, la comercialización y la distribución un producto audiovisual se obtiene mediante la participación o intervención directa de consumidores o usuarios†(Banks y Potts, 2010: 254). Teniendo en cuenta esta definición presentaremos el análisis de un caso de co-creación producido en el contexto de Moviestorm, un software de animación 3D cuya comunidad de modders constituye una fuerza productiva esencial en el desarrollo de addons, skins y otros complementos del programa. ]]>
Thu, 27 Jun 2013 04:11:55 GMT /slideshow/el-modding-como-prctica-de-cocreacin-estudio-del-caso-de-moviestorm/23563002 gsancornelio@slideshare.net(gsancornelio) El modding como práctica de co-creación: estudio del caso de Moviestorm gsancornelio La presente comunicación aborda el fenómeno de la participación de los usuarios de los nuevos medios a partir de formas específicas de producción que promueven la interacción entre creadores e industria. Este tipo de colaboración, definida como ‘co-creación’, tiene lugar “cuando un componente significativo del diseño, el desarrollo, la producción, la comercialización y la distribución un producto audiovisual se obtiene mediante la participación o intervención directa de consumidores o usuarios†(Banks y Potts, 2010: 254). Teniendo en cuenta esta definición presentaremos el análisis de un caso de co-creación producido en el contexto de Moviestorm, un software de animación 3D cuya comunidad de modders constituye una fuerza productiva esencial en el desarrollo de addons, skins y otros complementos del programa. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentacioblanquerna2013-130627041155-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> La presente comunicación aborda el fenómeno de la participación de los usuarios de los nuevos medios a partir de formas específicas de producción que promueven la interacción entre creadores e industria. Este tipo de colaboración, definida como ‘co-creación’, tiene lugar “cuando un componente significativo del diseño, el desarrollo, la producción, la comercialización y la distribución un producto audiovisual se obtiene mediante la participación o intervención directa de consumidores o usuarios†(Banks y Potts, 2010: 254). Teniendo en cuenta esta definición presentaremos el análisis de un caso de co-creación producido en el contexto de Moviestorm, un software de animación 3D cuya comunidad de modders constituye una fuerza productiva esencial en el desarrollo de addons, skins y otros complementos del programa.
El modding como prå©ctica de co-creaciå¦n: estudio del caso de Moviestorm from Gemma San Cornelio Esquerdo
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Creative practices and new media /slideshow/presentacio-gemma-rmit-22594796/22594796 presentaciogemmarmit-130607044611-phpapp01
Presentation of the project Creative practices and new media in the seminar with rmit]]>

Presentation of the project Creative practices and new media in the seminar with rmit]]>
Fri, 07 Jun 2013 04:46:11 GMT /slideshow/presentacio-gemma-rmit-22594796/22594796 gsancornelio@slideshare.net(gsancornelio) Creative practices and new media gsancornelio Presentation of the project Creative practices and new media in the seminar with rmit <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentaciogemmarmit-130607044611-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation of the project Creative practices and new media in the seminar with rmit
Creative practices and new media from Gemma San Cornelio Esquerdo
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“Mappingâ€: collaborative creation practices and media sociability /slideshow/mapping-collaborative-creation-practices-and-media-sociability/14931861 presentacioecreaistambul-121029074102-phpapp01
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Mon, 29 Oct 2012 07:41:01 GMT /slideshow/mapping-collaborative-creation-practices-and-media-sociability/14931861 gsancornelio@slideshare.net(gsancornelio) “Mappingâ€: collaborative creation practices and media sociability gsancornelio <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentacioecreaistambul-121029074102-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
“Mappingâ€: collaborative creation practices and media sociability from Gemma San Cornelio Esquerdo
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"Sociedad de la información, prácticas creativas y medios locativos" https://es.slideshare.net/slideshow/presentaciomastervic23102010/5553828 presentaciomastervic23102010-101025072027-phpapp01
Tercera sesión de la asignatura "Sociedad de la Información" Máster en Comunicación Digital Interactiva. Universitat de Vic]]>

Tercera sesión de la asignatura "Sociedad de la Información" Máster en Comunicación Digital Interactiva. Universitat de Vic]]>
Mon, 25 Oct 2010 07:20:07 GMT https://es.slideshare.net/slideshow/presentaciomastervic23102010/5553828 gsancornelio@slideshare.net(gsancornelio) "Sociedad de la información, prácticas creativas y medios locativos" gsancornelio Tercera sesión de la asignatura "Sociedad de la Información" Máster en Comunicación Digital Interactiva. Universitat de Vic <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentaciomastervic23102010-101025072027-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Tercera sesión de la asignatura &quot;Sociedad de la Información&quot; Máster en Comunicación Digital Interactiva. Universitat de Vic
from Gemma San Cornelio Esquerdo
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Cultura digital e innovación audiovisual https://es.slideshare.net/slideshow/presentaciomastervic22102010def-5553810/5553810 presentaciomastervic22102010def-101025071909-phpapp01
Segunda sesión de la asignatura "Sociedad de la información" máster en Comunicación Digital Interactiva Uvic]]>

Segunda sesión de la asignatura "Sociedad de la información" máster en Comunicación Digital Interactiva Uvic]]>
Mon, 25 Oct 2010 07:18:32 GMT https://es.slideshare.net/slideshow/presentaciomastervic22102010def-5553810/5553810 gsancornelio@slideshare.net(gsancornelio) Cultura digital e innovación audiovisual gsancornelio Segunda sesión de la asignatura "Sociedad de la información" máster en Comunicación Digital Interactiva Uvic <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentaciomastervic22102010def-101025071909-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Segunda sesión de la asignatura &quot;Sociedad de la información&quot; máster en Comunicación Digital Interactiva Uvic
from Gemma San Cornelio Esquerdo
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De la sociedad de la información a la sociedad de la creatividad https://es.slideshare.net/slideshow/de-la-sociedad-de-la-informacin-a-la-sociedad-de-la-creatividad/5454634 presentaciomastervic1610-101015142632-phpapp02
Primera sesión Master oficial en Comunicación Digital Interactiva Uvic ]]>

Primera sesión Master oficial en Comunicación Digital Interactiva Uvic ]]>
Fri, 15 Oct 2010 14:26:29 GMT https://es.slideshare.net/slideshow/de-la-sociedad-de-la-informacin-a-la-sociedad-de-la-creatividad/5454634 gsancornelio@slideshare.net(gsancornelio) De la sociedad de la información a la sociedad de la creatividad gsancornelio Primera sesión Master oficial en Comunicación Digital Interactiva Uvic <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentaciomastervic1610-101015142632-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Primera sesión Master oficial en Comunicación Digital Interactiva Uvic
from Gemma San Cornelio Esquerdo
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Conceptes de talent, creativitat i innovació en la relació d'artistes amb empreses /slideshow/conceptes-de-talent-creativitat-i-innovaci-en-la-relaci-dartistes-amb-empreses/5128096 presentaciomataroretallat-100904051824-phpapp01
±Ê°ù±ð²õ±ð²Ô³Ù²¹³¦¾±Ã³ a TCM audiovisual a Mataró, jornades captació de talent a l'empresa, 14 juliol 2010.]]>

±Ê°ù±ð²õ±ð²Ô³Ù²¹³¦¾±Ã³ a TCM audiovisual a Mataró, jornades captació de talent a l'empresa, 14 juliol 2010.]]>
Sat, 04 Sep 2010 05:18:17 GMT /slideshow/conceptes-de-talent-creativitat-i-innovaci-en-la-relaci-dartistes-amb-empreses/5128096 gsancornelio@slideshare.net(gsancornelio) Conceptes de talent, creativitat i innovació en la relació d'artistes amb empreses gsancornelio ±Ê°ù±ð²õ±ð²Ô³Ù²¹³¦¾±Ã³ a TCM audiovisual a Mataró, jornades captació de talent a l'empresa, 14 juliol 2010. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentaciomataroretallat-100904051824-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ±Ê°ù±ð²õ±ð²Ô³Ù²¹³¦¾±Ã³ a TCM audiovisual a Mataró, jornades captació de talent a l&#39;empresa, 14 juliol 2010.
Conceptes de talent, creativitat i innovaciå¦ en la relaciå¦ d'artistes amb empreses from Gemma San Cornelio Esquerdo
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Shaping new cultural roles: relationships between artists and industry /slideshow/shaping-new-culturalrolesdef/4451071 shapingnewculturalrolesdef-100609070224-phpapp01
Presentation for the conference: The Future of Cultural Work, organized by Open University (London) and CRESC, 7th june 2010]]>

Presentation for the conference: The Future of Cultural Work, organized by Open University (London) and CRESC, 7th june 2010]]>
Wed, 09 Jun 2010 07:02:14 GMT /slideshow/shaping-new-culturalrolesdef/4451071 gsancornelio@slideshare.net(gsancornelio) Shaping new cultural roles: relationships between artists and industry gsancornelio Presentation for the conference: The Future of Cultural Work, organized by Open University (London) and CRESC, 7th june 2010 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/shapingnewculturalrolesdef-100609070224-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation for the conference: The Future of Cultural Work, organized by Open University (London) and CRESC, 7th june 2010
Shaping new cultural roles: relationships between artists and industry from Gemma San Cornelio Esquerdo
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From the lab to the factory:Bridging creators and industry /slideshow/from-the-lab-to-the-factorybridging-creators-and-industry-2771174/2771174 atacdfinalweb-091223120605-phpapp02
“From the Lab to the Factory: Bridging creators and industry†Ruth Pagès, Gemma San Cornelio, Antoni Roig Universitat Oberta de Catalunya Abstract In recent years, and especially under the current economic crisis, there is an ever growing trend to urgently promote innovation. This, in its turn, fosters interest in creativity and the spring of diverse kinds of relationships between industry and artists. The labour conditions of such relations could be regarded through the lens of the definition of “creative class†(Florida 2002), yet some other authors have highlighted its deep degrees of precariousness (Terranova 2005; Lazzarato 1996, 2008; McRobbie 2001, 2004). Regarding the conceptual level of such relations, on the one hand, it can be discerned that romantic concepts of the artist-as-genius and of creativity persist, linked to the vision of the artist as an agent of change, divergent thinking, or fresh air into industry –which seem much needed for innovation purposes and for the sake of economic success. On the other hand, some artists claim for a redefinition of their very role, similar to that of the researcher, valuing their own methodology as an asset. Such redefinition is being proposed due to their transdisciplinary activity that overcomes the boundaries of the traditional Art World moving into the science, technology or industry fields. Moreover, this context varies depending on territories (country or region), and its own conception of cultural or creative industries, and consequently the policies applied. The research we present is trying to trace the relationships established between these independent creators and the industry through some specific initiatives based in the Spanish territory. The cases selected: ‘Talent Factory’, belonging to Fundació Digitalent (Barcelona) and ‘Disonancias’ (San Sebastian and Barcelona) bridge both sides of the coin. The aim is to examine both structural information regarding how these collaborative relationships are established in terms of authoring, contracts and labour conditions, while relating them to the changes and evolutions regarding the very concepts of talent, creativity, artist or innovation.]]>

“From the Lab to the Factory: Bridging creators and industry†Ruth Pagès, Gemma San Cornelio, Antoni Roig Universitat Oberta de Catalunya Abstract In recent years, and especially under the current economic crisis, there is an ever growing trend to urgently promote innovation. This, in its turn, fosters interest in creativity and the spring of diverse kinds of relationships between industry and artists. The labour conditions of such relations could be regarded through the lens of the definition of “creative class†(Florida 2002), yet some other authors have highlighted its deep degrees of precariousness (Terranova 2005; Lazzarato 1996, 2008; McRobbie 2001, 2004). Regarding the conceptual level of such relations, on the one hand, it can be discerned that romantic concepts of the artist-as-genius and of creativity persist, linked to the vision of the artist as an agent of change, divergent thinking, or fresh air into industry –which seem much needed for innovation purposes and for the sake of economic success. On the other hand, some artists claim for a redefinition of their very role, similar to that of the researcher, valuing their own methodology as an asset. Such redefinition is being proposed due to their transdisciplinary activity that overcomes the boundaries of the traditional Art World moving into the science, technology or industry fields. Moreover, this context varies depending on territories (country or region), and its own conception of cultural or creative industries, and consequently the policies applied. The research we present is trying to trace the relationships established between these independent creators and the industry through some specific initiatives based in the Spanish territory. The cases selected: ‘Talent Factory’, belonging to Fundació Digitalent (Barcelona) and ‘Disonancias’ (San Sebastian and Barcelona) bridge both sides of the coin. The aim is to examine both structural information regarding how these collaborative relationships are established in terms of authoring, contracts and labour conditions, while relating them to the changes and evolutions regarding the very concepts of talent, creativity, artist or innovation.]]>
Wed, 23 Dec 2009 12:04:03 GMT /slideshow/from-the-lab-to-the-factorybridging-creators-and-industry-2771174/2771174 gsancornelio@slideshare.net(gsancornelio) From the lab to the factory:Bridging creators and industry gsancornelio “From the Lab to the Factory: Bridging creators and industry†Ruth Pagès, Gemma San Cornelio, Antoni Roig Universitat Oberta de Catalunya Abstract In recent years, and especially under the current economic crisis, there is an ever growing trend to urgently promote innovation. This, in its turn, fosters interest in creativity and the spring of diverse kinds of relationships between industry and artists. The labour conditions of such relations could be regarded through the lens of the definition of “creative class†(Florida 2002), yet some other authors have highlighted its deep degrees of precariousness (Terranova 2005; Lazzarato 1996, 2008; McRobbie 2001, 2004). Regarding the conceptual level of such relations, on the one hand, it can be discerned that romantic concepts of the artist-as-genius and of creativity persist, linked to the vision of the artist as an agent of change, divergent thinking, or fresh air into industry –which seem much needed for innovation purposes and for the sake of economic success. On the other hand, some artists claim for a redefinition of their very role, similar to that of the researcher, valuing their own methodology as an asset. Such redefinition is being proposed due to their transdisciplinary activity that overcomes the boundaries of the traditional Art World moving into the science, technology or industry fields. Moreover, this context varies depending on territories (country or region), and its own conception of cultural or creative industries, and consequently the policies applied. The research we present is trying to trace the relationships established between these independent creators and the industry through some specific initiatives based in the Spanish territory. The cases selected: ‘Talent Factory’, belonging to Fundació Digitalent (Barcelona) and ‘Disonancias’ (San Sebastian and Barcelona) bridge both sides of the coin. The aim is to examine both structural information regarding how these collaborative relationships are established in terms of authoring, contracts and labour conditions, while relating them to the changes and evolutions regarding the very concepts of talent, creativity, artist or innovation. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/atacdfinalweb-091223120605-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> “From the Lab to the Factory: Bridging creators and industry†Ruth Pagès, Gemma San Cornelio, Antoni Roig Universitat Oberta de Catalunya Abstract In recent years, and especially under the current economic crisis, there is an ever growing trend to urgently promote innovation. This, in its turn, fosters interest in creativity and the spring of diverse kinds of relationships between industry and artists. The labour conditions of such relations could be regarded through the lens of the definition of “creative class†(Florida 2002), yet some other authors have highlighted its deep degrees of precariousness (Terranova 2005; Lazzarato 1996, 2008; McRobbie 2001, 2004). Regarding the conceptual level of such relations, on the one hand, it can be discerned that romantic concepts of the artist-as-genius and of creativity persist, linked to the vision of the artist as an agent of change, divergent thinking, or fresh air into industry –which seem much needed for innovation purposes and for the sake of economic success. On the other hand, some artists claim for a redefinition of their very role, similar to that of the researcher, valuing their own methodology as an asset. Such redefinition is being proposed due to their transdisciplinary activity that overcomes the boundaries of the traditional Art World moving into the science, technology or industry fields. Moreover, this context varies depending on territories (country or region), and its own conception of cultural or creative industries, and consequently the policies applied. The research we present is trying to trace the relationships established between these independent creators and the industry through some specific initiatives based in the Spanish territory. The cases selected: ‘Talent Factory’, belonging to Fundació Digitalent (Barcelona) and ‘Disonancias’ (San Sebastian and Barcelona) bridge both sides of the coin. The aim is to examine both structural information regarding how these collaborative relationships are established in terms of authoring, contracts and labour conditions, while relating them to the changes and evolutions regarding the very concepts of talent, creativity, artist or innovation.
From the lab to the factory:Bridging creators and industry from Gemma San Cornelio Esquerdo
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cultura digital y creatividad: participación, innovación, precarización https://es.slideshare.net/slideshow/masteruvicdia30/2383364 mastervic2dia-091030072304-phpapp02
Segunda sesión del master en comunicación digital interactiva de la UVic. Descripción de la convergencia de tres líneas de investigación: cultura digital y prácticas mediáticas, práctica artística y new media y creatividad e innovación audiovisual. La participación de los públicos en la web 2.0 en la producción de contenidos, más las prácticas artísticas de los new media se encuentran en el punto de mira de las políticas de innovación e industria viendo en ellas una creatividad por explotar. Todo ello en un contexto laboral muy precarizado, donde las políticas de innovación bajo diferentes formas heredan, no sólo los discursos artísticos sobre la creatividad, sino también unas formas de trabajo claramente desregularizadas.]]>

Segunda sesión del master en comunicación digital interactiva de la UVic. Descripción de la convergencia de tres líneas de investigación: cultura digital y prácticas mediáticas, práctica artística y new media y creatividad e innovación audiovisual. La participación de los públicos en la web 2.0 en la producción de contenidos, más las prácticas artísticas de los new media se encuentran en el punto de mira de las políticas de innovación e industria viendo en ellas una creatividad por explotar. Todo ello en un contexto laboral muy precarizado, donde las políticas de innovación bajo diferentes formas heredan, no sólo los discursos artísticos sobre la creatividad, sino también unas formas de trabajo claramente desregularizadas.]]>
Fri, 30 Oct 2009 07:22:55 GMT https://es.slideshare.net/slideshow/masteruvicdia30/2383364 gsancornelio@slideshare.net(gsancornelio) cultura digital y creatividad: participación, innovación, precarización gsancornelio Segunda sesión del master en comunicación digital interactiva de la UVic. Descripción de la convergencia de tres líneas de investigación: cultura digital y prácticas mediáticas, práctica artística y new media y creatividad e innovación audiovisual. La participación de los públicos en la web 2.0 en la producción de contenidos, más las prácticas artísticas de los new media se encuentran en el punto de mira de las políticas de innovación e industria viendo en ellas una creatividad por explotar. Todo ello en un contexto laboral muy precarizado, donde las políticas de innovación bajo diferentes formas heredan, no sólo los discursos artísticos sobre la creatividad, sino también unas formas de trabajo claramente desregularizadas. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mastervic2dia-091030072304-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Segunda sesión del master en comunicación digital interactiva de la UVic. Descripción de la convergencia de tres líneas de investigación: cultura digital y prácticas mediáticas, práctica artística y new media y creatividad e innovación audiovisual. La participación de los públicos en la web 2.0 en la producción de contenidos, más las prácticas artísticas de los new media se encuentran en el punto de mira de las políticas de innovación e industria viendo en ellas una creatividad por explotar. Todo ello en un contexto laboral muy precarizado, donde las políticas de innovación bajo diferentes formas heredan, no sólo los discursos artísticos sobre la creatividad, sino también unas formas de trabajo claramente desregularizadas.
from Gemma San Cornelio Esquerdo
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Presentacio Master Vic Dia23 https://es.slideshare.net/slideshow/presentacio-master-vic-dia23/2322256 presentaciomastervicdia23-091022130706-phpapp02
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Thu, 22 Oct 2009 13:06:54 GMT https://es.slideshare.net/slideshow/presentacio-master-vic-dia23/2322256 gsancornelio@slideshare.net(gsancornelio) Presentacio Master Vic Dia23 gsancornelio <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/presentaciomastervicdia23-091022130706-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
from Gemma San Cornelio Esquerdo
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Objects and traces in space /slideshow/objects-and-traces-in-space/1933864 manchestercresc-090831161355-phpapp01
Presentation at the conference: Objects- What Matter? Technology, Value and Social Change University of Manchester, 1-4 September 2009]]>

Presentation at the conference: Objects- What Matter? Technology, Value and Social Change University of Manchester, 1-4 September 2009]]>
Mon, 31 Aug 2009 16:13:44 GMT /slideshow/objects-and-traces-in-space/1933864 gsancornelio@slideshare.net(gsancornelio) Objects and traces in space gsancornelio Presentation at the conference: Objects- What Matter? Technology, Value and Social Change University of Manchester, 1-4 September 2009 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/manchestercresc-090831161355-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation at the conference: Objects- What Matter? Technology, Value and Social Change University of Manchester, 1-4 September 2009
Objects and traces in space from Gemma San Cornelio Esquerdo
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https://cdn.slidesharecdn.com/profile-photo-gsancornelio-48x48.jpg?cb=1730375352 Profesora agregada en los Estudios de Ciencias de la Información y la Comunicación de la Universitat Oberta de Catalunya desde 2005. Directora académica del Posgrado en Tendencias de Diseño y Creación Audiovisual de la UOC desde 2013. Mi campo de investigación son los nuevos medios de comunicación, creatividad y cultura digital dentro del grupo Mediaccions del IN3-Universitat Oberta de Catalunya. Actualmente coordinando el proyecto Selfiestories y personal data. http://www.mediaccions.net/ https://selfiestories.wordpress.com/ cartografia.wordpress.com/ https://cdn.slidesharecdn.com/ss_thumbnails/presentaciogemmaxarxavives-210129100127-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/entorn-digitals-i-productes-culturals-nous-llenguatges-i-partcipaci/241997440 Entorn digitals i prod... https://cdn.slidesharecdn.com/ss_thumbnails/mwcpresentationsancornelio-190302223430-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/how-is-society-accepting-digital-identity/134223770 How is society accepti... https://cdn.slidesharecdn.com/ss_thumbnails/tartuaoir2017-171023202940-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/selfies-and-cultural-events-tartu-aoir-2017/81117924 Selfies and cultural e...