Making Free Culture: Making Technology and Visual Media in the Domain of Digital Commons

Total Page:16

File Type:pdf, Size:1020Kb

Making Free Culture: Making Technology and Visual Media in the Domain of Digital Commons (draft) Preliminary title: Making Free Culture: making technology and visual media in the domain of digital commons An ethnographic study of digital media commons production within free software graphics communities Julia Velkova July 28, 2015 Contents 1 Introduction1 1.1 Aim . .5 1.2 Object of Research . .6 1.3 Background: Blender and Synfig . 13 1.4 The structure of this study . 16 2 History and theoretical argument 19 2.1 Technologies of media production: introducing infrastructure . 19 2.1.1 Infrastructure . 20 2.2 Technological transparency as visibility of algorithm . 22 2.2.1 The two competing aesthetics . 23 2.3 Technological transparency as opacity of algorithm . 27 2.4 The ambivalence of the technical apparatus and its politics . 30 2.5 A redefinition of creativity through the “broadcasting” of software . 32 2.6 Producers of digital media commons as recursive publics . 38 2.7 Research questions . 41 3 Method 43 3.1 Making as acts of meaning . 43 3.2 Research cases . 44 3.3 Locating the field of practice . 45 3.4 Multi-sited ethnography . 46 3.5 Moving between invisible contexts . 48 3.5.1 Getting access to Morevna . 48 3.5.2 Site A: Skype – a communicative and work space . 49 3.5.3 Site B: Udemy.com . 51 3.5.4 Site C: Libre Graphics Meeting 2014: going offline . 51 i ii Contents 3.6 Getting access to Gooseberry . 52 3.6.1 Sites D and E: Participant observation in Amsterdam and on IRC: the challenges of observing cognitive work and communication . 52 3.6.2 Observing cognitive work . 54 3.6.3 IRC as a site . 55 3.7 Participant observation as shadowing in Gorno-Altaysk . 58 3.8 Symmetric fieldwork, reciprocity and the researcher as a co-creator of value. 62 3.9 Interviews, focus groups and other analysis . 66 3.10 Conclusion, claims and reflexivity . 66 4 Articles 69 5 Preliminary Conclusions 73 Bibliography 75 Contents iii CHAPTER 1 Introduction This study is about the cultural significance of techno-artistic practices centered on building independent media production infrastructures and content in the domain of digital media commons. It is also an attempt to expand the ways in which media production could be theorized within the field of media and communication studies by adding perspectives and ideas on technology from the domains of Science and Technology Studies (STS), cultural studies, software studies, and philosophy of technology. Media production within media and communication studies has traditionally been regarded as the study of the production and circulation of media texts, not of the production and circulation also of technology that is developed because of and through the production of these media texts, and the significance of the latter for the general field of cultural production. Stemming from the traditions of communications and mass media research, media production has been concerned predominantly either with the industries producing and circulating media texts (Hesmondhalgh and Baker, 2010; Hesmondhalgh, 2009; Mark Deuze, 2007; Du Gay, 1997) or with the audiences that consume these texts. The rapid spread of computers, mobile telephony and Internet connectivity in the last two decades and across many parts of the world has created the need to rethink some of these traditional conceptions about media production. A large number of scholars have done so by making important contributions to the understanding of the changing roles of audiences in the production of media texts. Many have pointed out how producers who have formerly been considered as passive audiences can now enter to a greater extent in different production capacities enabled by these new technologies, reviving older hopes from the 1980s about the inclusive and emancipatory potential of new technologies. New terms and language have been coined to describe the novelty and participatory potential brought by technological change. These range from ideas about how media consumers can now build 1 2 1 Introduction their own “networks of mass self-communication, thus empowering themselves” (Castells, 2009, p. 421), through suggesting innovative models of organising media production based on mechanisms for self-governance (Bruns, 2008a; Fuster Morell, 2010; Noveck, 2009; Tapscott and A. D. Williams, 2008) that ultimately represent new modes of cultural end economic production. The latter are described with new terms such as “social production”, “commons-based peer production” (Benkler, 2006); produsage (Bruns, 2008b); collective intelligence (Lévy, 1997), creative audiences (Castells, 2009) and the power of the dispersed online “crowds” (Howe, 2009). Many have concluded that the emergence of these new forms of media production allow to speak of a rise of “cultures of participation” (Couldry and Jenkins, 2014; Jenkins, 2008; Kelty, 2013), and of digital gift-cultures (Skågeby, 2008; Terranova, 2004), largely enabled by new communication technologies. The increase of multiplicity of actors who produce media texts is also seen by some as carrying a political potential for destroying long lasting media monopolies(Hardt and Negri, 2009). Thus, more recent technological developments are attributed capacities of bringing audiences closer to cultural and democratic goals of inclusiveness, participation and open knowledge (Hess and Ostrom, 2011; Lievrouw, 2011). Those who have been more critical have instead emphasized the continuing dominance and control over media texts production by the industries. In his exhaustive review over the creative industries media scholar David Hesmondhalgh (2009) argues that the media industries have adapted to the Internet by reconfiguring their models of managing labor. Instead of thinking of the emergence of new types of media producers, the pool of contributors to industry-made media texts has expanded with audiences being increasingly “laboured upon” (Andrejevic, 2008; Dijck, 2009) by the industry. The way this happens is by involving audiences in acts of co-creation in which they contribute with free labor, content and data, that are subsequently appropriated by the industry as a single owner of the products of this labor (Andrejevic, 2008; Arvidsson, 2008; Barbrook, 2005; Cova, Dalli, and Zwick, 2011; Fast, 2012; Firer-Blaess and Fuchs, 2014; Roig et al., 2014; Terranova, 2004). These debates have additionally intensified in recent years by raising concerns about industry practices of surveillance, data collection and monitoring of online activity that aim at targeting even better at the consumers of industry produced media texts, recreating and strenghtening media monopolies (Andrejevic, Hearn, and Kennedy, 2015; Jansson and Christensen, 2014). While these debates have made important contributions to the contemporary understand- ing of media production, they have tended to perceive media production infrastructure, such as hardware and software as something that exists apriori, that forms part of “the given preconditions for media productions” (Löwgren and Reimer, 2013, p. 18), and that 3 are a matter of learning how to use to best advantage in order to create media texts. In this, the materiality that constitutes and enables media production, as well as the politics of its creation and distribution have largely been ignored in favour of studies of production of symbolic content. However, as Gillespie, Boczkowski, and Foot (2014, p. 3) have recently argued, doing so enacts a rather deterministic and instrumental view on technology that regards it either as an intervening variable that explains a measurable change, or as a historical catalyst of social change, or as a tool that enables passive audiences to finally succumb to or resist mass culture. Yet, technologies are never neutral, and as Turkle (2005, p. 9) reminded a decade ago, computational objects are carriers of ideas, specific ways of thinking and seeing the world, as well as intellectual values. Over one decade, namely the 1980-1990 the computer moved from a culturally invisible technology to the “new engine of culture” (Manovich, 2013, p. 21) forming a culture in which media production, distribution and reception are to a large extent mediated by software (39). Software is regarded as responsible for extending, both quantitatively and qualitatively, the role that technology plays in the everyday practices that make up modern life (Rieder and Schäfer, 2008). In the same time, technology affords not one but multiple ways of revealing being. As Rieder and Schäfer (2008) argue, “the way we create technical artifacts – and software most importantly – heavily influences the cultural role they will play”. Technologies also standardize both people and machines by imposing different ways of knowing and seeing through different approaches to structure and represent data (Star and Bowker, 2004; Gillespie, 2014, p. 187). Continuing this line of argument, more recently Lievrouw (2014), as well as Löwgren and Reimer (2013) suggested that it is no longer possible to regard media production as detached from processes of designing infrastructure and making media production technology for two reasons. First, because the moments of infrastructure design, media text production and media text consumption are neither linear nor separated from each other, and secondly because digital media infrastructures can not only be learnt or used by media users but they can also be designed by them: Not only can people produce media texts, they also can take part in the design of the infrastructure – the programs, software components, and web services that can be used for media production.
Recommended publications
  • Confronting the Challenges of Participatory Culture: Media Education for the 21St Century
    An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology with Katie Clinton Ravi Purushotma Alice J. Robison Margaret Weigel Building the new field of digital media and learning The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life.Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations. The initiative is both marshaling what it is already known about the field and seeding innovation for continued growth. For more information, visit www.digitallearning.macfound.org.To engage in conversations about these projects and the field of digital learning, visit the Spotlight blog at spotlight.macfound.org. About the MacArthur Foundation The John D. and Catherine T. MacArthur Foundation is a private, independent grantmaking institution dedicated to helping groups and individuals foster lasting improvement in the human condition.With assets of $5.5 billion, the Foundation makes grants totaling approximately $200 million annually. For more information or to sign up for MacArthur’s monthly electronic newsletter, visit www.macfound.org. The MacArthur Foundation 140 South Dearborn Street, Suite 1200 Chicago, Illinois 60603 Tel.(312) 726-8000 www.digitallearning.macfound.org An occasional paper on digital media and learning Confronting the Challenges of Participatory Culture: Media Education for the 21st Century Henry Jenkins, Director of the Comparative Media Studies Program at the Massachusetts Institute of Technology with Katie Clinton Ravi Purushotma Alice J.
    [Show full text]
  • Upstage Timeline
    www.upstage.org.nz Timeline January 2014 Tenth birthday celebrations of UpStage: planned activities include the release of UpStage V3, a mini-festival of commissioned cyberformances, and a meeting to develop a strategic plan for the next steps for UpStage. January-June UpStage is the primary tool for the trans-European networked 2013 performance collaboration We Have a Situation! January 2013 Vicki Smith and Helen Varley Jamieson present UpStage (remotely) at TIP2013, Hawaii. December 2012 The 121212 UpStage Festival of Cyberformance features online performances in UpStage and other online platforms, presenting an incredible 41 performances by about 150 artists, over a one-week period 5-12 December. October 2012 The CyPosium, a one-day online symposium on cyberformance, is held in Waterwheel Tap and UpStage; the idea for the CyPosium emerged from a meeting to plan the 121212 Upstage Festival, and it is organised by the UpStage community and other artists. August 2012 S/Zports: A Training for the Possible Wor(l)ds (from 101010) restaged as part of an exhibition of extended media, Zagrebi Dublje (Scratch Deeper) at the ULUS Gallery in Belgrade. May-December Vicki works with primary students in Aotearoa/NZ and the Chatham Islands in a learning programme, Online story telling through UpStage, producing ten works for the 121212 UpStage festival. May 2012 Workshop and “UpStage Apero” at Electropixel, Nantes (France), featuring performances from 11:11:11 UpStage presentation at the Libre Graphics Meeting, Vienna, by Helen Varley Jamieson, Martin Eisenbarth and Jenny Pickett (remote), followed by a 5-minute Lightning performance (with Miljana Peric online).
    [Show full text]
  • Tvorba Interaktivního Animovaného Příběhu
    Středoškolská technika 2014 Setkání a prezentace prací středoškolských studentů na ČVUT Tvorba interaktivního animovaného příběhu Sami Salama Střední průmyslová škola na Proseku Novoborská 2, 190 00 Praha 9 1 Obsah 1 Obsah .................................................................................................................. 1 2 2D grafika (základní pojmy) ................................................................................. 3 2.1 Základní vysvětlení pojmu (počítačová) 2D grafika ....................................... 3 2.2 Rozdíl - 2D vs. 3D grafika .............................................................................. 3 2.3 Vektorová grafika ........................................................................................... 4 2.4 Rastrová grafika ............................................................................................ 6 2.5 Výhody a nevýhody rastrové grafiky .............................................................. 7 2.6 Rozlišení ........................................................................................................ 7 2.7 Barevná hloubka............................................................................................ 8 2.8 Základní grafické formáty .............................................................................. 8 2.9 Druhy komprese dat ...................................................................................... 9 2.10 Barevný model ..........................................................................................
    [Show full text]
  • Joana Chicau Is a Graphic Designer, Coder, Researcher
    Joana Chicau is a designer and researcher — with a background in dance. She researches the intersection of the body with the designed and programmed environment, aiming at widening the ways in which digital sciences is presented and made accessible to the public. The latter informs a practice and exploration of various forms and formats — interweaving web programming with choreography — from the making of online platforms to performances and workshops. In parallel she has been participating and co-organizing events involving multi-location collaborative coding, algorithmic improvisation, open discussions on digital equity and activism. News & updates: www.joanachicau.com CURRENTLY Associate lecturer at Bsc and MA Internet Equalities at UAL Creative Computing Institute; Associate lecturer at Graphic and Media Design at London College of Communication; Member of Varia — Center for Everyday Technology; Co-founder of Netherlands Coding Live a series of live coding sessions, discussion and more; CROSS FIELD COMPETENCIES Knowledge in both research driven and practical assignments for both both industry and cultural spheres; Professional with a variety of analogue and digital tools as well as work environments; Record in concept development and design production; with projects requiring diverse design thinking strategies across mediums; experienced and enthusiastic about collaborative and creative workflows; having used diverse methodologies from mood boards and ideation maps; role playing games; design sprints to scrums, acquainted with coding dojo; as well programming iterations, such as agile mob. Organizational skills, such as developing timelines and devising plans. Practice in producing tutorials for usage of online platforms and documentation of code (HTML; CSS; JS); Performed applied research on web and interface accessibility and techniques for handling assistive technology.
    [Show full text]
  • Download It Here
    Time to Show and Tell Neal Stephenson likens operating systems to cars. In his analogy, Windows is a station wagon and Mac OS is an expensive, attractive European-style car. The two are available in dealerships, along with all the normal service options. Linux, on the other hand, is a tank. Not only a tank, but a free one. It's a stronger, faster, more reliable vehicle with a personal approach to maintenance. But it doesn't have a dealership or ad budget. Libre Graphics is in a similar situation. It's strong, fast, reliable and even diverse. It has great community support and investment. And like Stephenson's tanks, it's being cranked out and offered to anyone who will take it. Both the Libre Graphics Meeting and this magazine exist to serve the Libre Graphics community. LGM, now in its fifth year, has been a venue for developers to meet, organize and work. In this magazine, we present to you the output of that work. Libre Graphics #0 showcases the work of developers, users, artists and people with any number of other titles. Some do performance art, some make films. In common, they have Libre Graphics. Why make new fonts? Dave Crossland (www.understandingfonts.com) "Why make new fonts?" is the most common question I have been asked since I set out to become a typeface designer. When I mention I did a Masters degree in the subject, at the University of Reading, England, I sometimes meet genuine surprise that this subject is studied seriously. Often, people haven't ever thought about where fonts come from, since the fonts on their computer are just there, you know? We see different fonts out in the world constantly, so we all know there sure are a lot of them.
    [Show full text]
  • VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
    ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di
    [Show full text]
  • Alternative Or Independent Media Refers To
    Alternative Or Independent Media Refers To Uranitic Partha sang or chirm some strifes straight, however exemplary Shurlocke permute soundingly or revving. Seedless and gruffish West still chuck his waxings cozily. Sometimes columbine Broderick westernised her disfavourer dauntlessly, but pancreatic Demetre relies Fridays or muted tropically. Apjii asosiasi penyelenggara jasa internet, some kremlin action alerts or need Maven HubPages and Say Media Unite they Form Largest. Edward Herman and Noam Chomsky will be used as the summit for the theoretical framework made this thesis. Resilient borders and the way of a dissident media refers to us irrevocably condemned to those that media environment, the transactional model when a hyperlink to? Best alternative communication refers to? To rust the dull and implications of latent or manifest conflict for decisionmakers. Structurally profoundly different trail and as independent of ink major social. The Propaganda Ministry aimed further to compare the mixture of slack and editorial pages through directives distributed in daily conferences in Berlin and transmitted via the Nazi Party propaganda offices to regional or local papers. Introduction Culture Digitally. To list an alternative opinion The airline the mainstream media is fearful of the independent news outlets is beneath A radical alternative press was effective in. Now the doctrine is we respond instantaneously, and snow possible with many strong counterattack. What had changed was mid way that humans used available technology to change sense of why world. DIY, community and critical content beyond all kinds being behind on getting single desire American magazine radio station; however there came also be racist or sexist content, from example, send some of the music being played.
    [Show full text]
  • KATHY HIGH, Professor of Video and New Media, Department of the Arts
    :: KATHY HIGH, Professor of Video and New Media, Department of the Arts, RPI, Troy, NY 12180 mobile 518.209.6209, email [email protected], website http://kathyhigh.com/index.html :: EDUCATION 1981 Master of Arts, S.U.N.Y. AT BUFFALO, NY Interdisciplinary degree with areas of study in video/film at the Center for Media Study and Photography, Department of Fine Arts 1977 Bachelor of Arts, Colgate University, Hamilton, NY Majors in Fine Arts and English Literature :: TEACHING 2013-present Professor of Video & New Media, Arts Department, Rensselaer Polytechnic Institute, Troy, NY 2002-2013 Associate Professor of Video & New Media, Arts Department, RPI 2018-2019 Head of Arts Department, RPI, Troy, NY 2004-2008 Head of Arts Department, RPI, Troy, NY 1995-2001 Lecturer (Assoc. Prof.), digital media, Visual Arts Program, Princeton University, NJ 1998-2001 Lecturer, Video production, School of Art Cooper Union, NYC :: EXHIBITIONS, INSTALLATIONS and SCREENINGS (SELECTED) 2020 WASTE! ADAPTATION! RESISTENCE!, (solo exhibition) UCSD, multimedia installation, San Diego, CA, April. 2019 Rat Laughter, IMPAKT Festival, Utrecht, NL, Oct. 31- Nov 2. Rat Laughter installation, Netherlands. The Cured, (group exhibition), Curator, Tansy Xiao, Radiator Gallery, Long Island City, NYC, Burial Globes, July-August. 2018 Space-evolution (group exhibition), curated by Maria Antonia Gonzalez, Centro de Cultura Digital, Mexico City, November, mixed media. Catalogue. This Mess We're In, Unhallowed Arts Festival 2018, (group exhibition), curated Tarsh Bates, Old Customs House, Fremantle, WA, Australia, 13 Oct– 2 Nov, screening OkPoopid. Catalogue. Posthuman Cinema: How Experimental Films Teach (and Learn) How to Show Animals, Ujazdoski Castel, Centre for Contemporary Art, Warsaw, Poland, curated by Michał Matuszewski, October 18-31, Lily Does Derrida.
    [Show full text]
  • Dark Fiber Electronic Culture: History, Theory, Practice Timothy Druckrey, Series Editor
    Dark Fiber Electronic Culture: History, Theory, Practice Timothy Druckrey, series editor Ars Electronica: Facing the Future edited by Timothy Druckrey with Ars Electronica, 1999 net_condition: art and global media edited by Peter Weibel and Timothy Druckrey, 2001 Dark Fiber: Tracking Critical Internet Culture Geert Lovink Dark Fiber Tracking Critical Internet Culture Geert Lovink The MIT Press Cambridge, Massachusetts London, England © 2002 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. Set in Bell Gothic and Courier by The MIT Press. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Lovink, Geert. Dark fiber : tracking critical internet culture / Geert Lovink. p. cm. — (Electronic culture—history, theory, practice) Includes bibliographical references. ISBN 0-262-12249-9 (hc. : alk. paper) 1. Internet—Social aspects. 2. Information society. 3. Culture. I. Title. II. Series. HM851 .L68 2002 303.48'33—dc21 2001059641 Dark fiber refers to unused fiber-optic cable. Often times companies lay more lines than what’s needed in order to curb costs of having to do it again and again. The dark strands can be leased to individuals or other companies who want to establish optical connections among their own locations. In this case, the fiber is neither controlled by nor connected
    [Show full text]
  • Syllabus for the Bachelor in Animation
    UNIVERSITYU OF MUMBAI’S GARWARE INSTITUTE OF CAREER EDUCATION & DEVELOPMENT Syllabus for the Bachelor in Animation Credit Based Semester and Grading System with effect from the Academic Year (2017-2018) AC 11-05-2017 Item No. UNIVERSITYU OF MUMBAI’S SyllabusU for Approval Sr. No. Heading Particulars 1 Title of the Course Bachelor in Animation 10+2 pass – with minimum 45% 2 Eligibility for Admission marks Admissions on the basis of Written Test & Interview. 3 Passing Marks 50% passing marks Ordinances / 4 Regulations ( if any) 5 No. of Years / Semesters Three years full time/ 6 semester 6 Level Bachelor 7 Pattern Yearly / semester New 8 Status To be implemented from 9 From academic year 2017-18 Academic Year Date: 11/05/2017 Signature : Dr. Anil Karnik, I/C. Director, Garware Institute of Career Education & Development INTRODUCTIONU A sequence of images creates an illusion of a moving object is termed as Animation. India is one of the most preferred outsourcing countries. We not only do outsourcing services, we are also a creator of original animation. Some of the popular original contents are Chota bheem, Little Krishna, Delhi Safari, Arjun, Road side Romeo etc. Animation is a combination of entertainment and technology. It is composed of design, drawing, layout and production of graphically rich multimedia clips. Time and space are important in animation. Those who excel in drawing and creativity can choose animation as their career. An animator’s job is to analyze the script thoroughly and get into the skin of the character. Creating idea, storyboard, Character design, backgrounds, etc and using technical methodology to create stunning visuals short movies is the ideal steps in making a successful animation feature.
    [Show full text]
  • La Construcción De La Narrativa En Los Laboratorios Ciudadanos. El Caso De Medialab-Prado
    UNIVESIDAD NACIONAL DE EDUCACIÓN A DISTANCIA MÁSTER EN COMUNICACIÓN Y EDUCACIÓN EN LA RED FACULTAD DE EDUCACIÓN Departamento de Didáctica, Organización Escolar y Didácticas Especiales Trabajo Fin de Máster, Subprograma Comunicación y Educación en la Red Título: La Construcción de la Narrativa en los Laboratorios Ciudadanos. El caso de Medialab-Prado Presentado por María Erica Parrado Roldán Bajo la dirección de María Del Carmen Navarro García – Suelto Convocatoria Junio 2018-2019 3 Esta obra está bajo una Licencia Creative Commons Atribución 4.0 Internacional Usted es libre de: Compartir: Copiar y redistribuir el material en cualquier medio o formato. Adaptar: Mezclar, transformar y construir, partiendo de este material, para cualquier propósito, incluso comercial. La licenciante no puede revocar estas libertades en tanto usted siga los términos de la licencia. 4 Agradecimientos En el camino andado a lo largo de todos estos años de estudio, me he encontrado con personas maravillosas que han hecho posible este trabajo. Quiero agradecer: A Medialab-Prado, a todos sus trabajadores y colaboradores, puesto que durante mi estancia en el centro ha sido una segunda casa para mí. Me llevo una grata experiencia, donde he conocido a muchas personas, que me han aportado otra visión del mundo. Por acogerme y contarme vuestra magnífica labor en Medialab-Prado: gracias a todas las personas que me han concedido una entrevista: Fran, profesores de Art Skill y alumnos, Sara, Vanesa, Pablo, Gerardo, Rubén, Gonzalo, Julián, Lorena, Daniel, Javier B., Fabi y Joaku, María y Miguel, Clara, Patricia, Bordignon, Margarita, Javier L., y Lola. Gracias a Julio, mi primer contacto en Medialab, por toda la información ofrecida.
    [Show full text]
  • Indymedia (The Independent Media Center)
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of San Francisco The University of San Francisco USF Scholarship: a digital repository @ Gleeson Library | Geschke Center Media Studies College of Arts and Sciences 2011 Indymedia (The ndepI endent Media Center) Dorothy Kidd University of San Francisco, [email protected] Follow this and additional works at: http://repository.usfca.edu/ms Part of the Communication Commons Recommended Citation Kidd, D. (2011). Indymedia (The ndeI pendent Media Center). In Downing, J. (ed.) Encyclopedia of Social Movement Media. Thousand Oaks, CA: Sage. http://dx.doi.org/10.4135/9781412979313.n114 This Book Chapter is brought to you for free and open access by the College of Arts and Sciences at USF Scholarship: a digital repository @ Gleeson Library | Geschke Center. It has been accepted for inclusion in Media Studies by an authorized administrator of USF Scholarship: a digital repository @ Gleeson Library | Geschke Center. For more information, please contact [email protected]. Encyclopedia of Social Movement Media Indymedia (The Independent Media Center) Contributors: Dorothy Kidd Edited by: John D.H. Downing Book Title: Encyclopedia of Social Movement Media Chapter Title: "Indymedia (The Independent Media Center)" Pub. Date: 2011 Access Date: October 27, 2016 Publishing Company: SAGE Publications, Inc. City: Thousand Oaks Print ISBN: 9780761926887 Online ISBN: 9781412979313 DOI: http://dx.doi.org/10.4135/9781412979313.n114 Print pages: 268-270 ©2011 SAGE Publications, Inc.. All Rights Reserved. This PDF has been generated from SAGE Knowledge. Please note that the pagination of the online version will vary from the pagination of the print book.
    [Show full text]