Anuario Ac/E 2016 De Cultura Digital

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Anuario Ac/E 2016 De Cultura Digital ANUARIO AC/E 2016 DE CULTURA DIGITAL Cultura inteligente: Impacto de Internet en la creación artística Focus: Uso de nuevas tecnologías digitales en festivales culturales ANUARIO AC/E 2016 DE CULTURA DIGITAL Cultura inteligente: Impacto de Internet en la creación artística Focus: Uso de nuevas tecnologías digitales en festivales culturales Acción Cultural Acción Cultural Española Española www.accioncultural.es Acción Cultural Acción Cultural Española Española www.accioncultural.es Spain’s Public Agency Spain’s Public Agency for Cultural Action for Cultural Action www.accioncultural.es Spain’s Public Agency Spain’s Public Agency for Cultural Action for Cultural Action www.accioncultural.es Merece la pena luchar por una cultura más abierta, igualitaria, participativa y sostenible, pero no es suficiente hacerlo solo con tecnología. Si en en la carrera tecnológica no se tienen en cuenta otros aspectos, el nuevo orden se parecerá cada vez más al viejo, y puede que incluso termine peor. Pero el futuro está aún por decidir. Astra Taylor, The People’s Platform: Taking Back Power and Culture in the Digital Age (Metropolitan Books, 2014) Tras la excelente acogida que han tenido las dos y algoritmos inteligentes para obtener valor y primeras ediciones del Anuario AC/E de Cultura sentido de los, a menudo demasiados, y nunca Digital (2014 y 2015), ya que a lo largo de los dos excesivos, datos. Los temas elegidos recorren últimos años se han distribuido más de cinco los caminos de la nueva economía colaborativa; mil ejemplares de ambos estudios, tenemos el analizan su impacto en la creación artística; placer de compartir con los profesionales del exploran un nuevo espacio de conexiones entre sector cultural la tercera edición del Anuario, que personas, máquinas e industrias; y explican los nace con el objetivo de analizar el impacto de las cambios en los mercados y las formas de producir nuevas tecnologías en la creación artística, así y comercializar la obra artística. como su uso en los festivales culturales. Uno de los temas transversales de esta edición AC/E, entidad pública cuyo objetivo es facilitar es el uso de los dispositivos inteligentes en la la promoción, desarrollo e internacionalización creación artística. La Internet de las cosas va a del sector creativo y cultural español, en colabo- infiltrar muchos aspectos de nuestras vidas, de ración con Dosdoce.com, entidad privada espe- los que la cultura no es una excepción; además cializada en la elaboración de estudios relativos de sus beneficios en los procesos industriales, a la adaptación de dicho sector al ámbito digital, ha empezado a mostrar resultados visibles en han analizado conjuntamente en las tres edicio- el terreno de la creación artística. Un ejemplo nes del Anuario las principales tendencias tecno- son los guantes musicales wearables, de los lógicas que los gestores culturales deberán tener que nos habla Pepe Zapata en su artículo sobre en cuenta en los próximos años para ayudarles el impacto de Internet en las artes escénicas, a comprender mejor el impacto de las nuevas que permiten a los músicos interactuar con los tecnologías en sus entidades culturales. ordenadores a través de los gestos. ¿Habrá que pensar en robots espectadores?, pronostica. Con el fin de conseguir este propósito, el amplio contenido de la tercera edición del Anuario se ha Otros temas analizados con entusiasmo en dividido en dos grandes secciones para facilitar este Anuario son la madurez alcanzada por la la lectura a los diferentes públicos objetivos. Por impresión 3D, la robótica, los drones, la realidad un lado, la «Cultura inteligente» ha sido el eje aumentada, las nuevas interfaces y la populari- transversal que el Comité Asesor del Anuario dad de los dispositivos de realidad virtual, y así lo AC/E de Cultura Digital 2016 ha seguido para ilustran con numerosos ejemplos Lara Sánchez elegir los seis artículos que componen la primera Coterón, en su profundo análisis sobre las parte de la edición de este año. Por otro lado, nuevas praxis en los videojuegos, y Montecarlo así como el Focus del primer Anuario centró su en su estudio sobre las nuevas formas de contar atención en el impacto de Internet en el mundo historias audiovisuales en la era digital. de las artes escénicas (teatro, ópera, danza, ballet, etc.) y la segunda edición analizó el uso Pero no todo es tecnología. El Anuario también de las nuevas tecnologías en el mundo de los aborda temas como la brecha digital de acceso, museos, en esta tercera edición se ha llevado a un tema explorado en artículos como el de Iván cabo un exhaustivo análisis del uso de las nuevas Martínez sobre la irrupción de la Wikipedia. tecnologías en cincuenta festivales culturales Desde otro ángulo y sobre otra brecha, la brecha nacionales e internacionales. digital de género, nos habla Mariana Santos en su texto sobre el impacto de Internet en la Ambas secciones del Anuario AC/E nos hablan creación artística y nos presenta la comunidad de un terreno híbrido entre tecnología y arte; de Chicas Poderosas que ella misma lidera para mezclas entre el mundo físico y el digital; de caída disminuirla. El impacto de Internet en la creación digital en la creación El impacto de Internet de barreras entre industrias, y del uso de análisis 4 INTRODUCCIÓN La economía de la suscripción es, como ade- El texto termina analizando los procesos digitales lantábamos, también otro de los temas trans- necesarios que soportan estos nuevos modelos versales a muchos de los artículos del anuario. en el escenario y que implican nuevas formas Las empresas culturales no son ajenas a este de autoría y haciendo una llamada a la reflexión fenómeno y en algunos ámbitos como el de la acerca de las posibilidades de uso de la tecnolo- distribución de contenidos han sido pioneras gía digital en la producción de las artes escénicas en implementar un concepto de cultura como para obtener resultados más espectaculares y servicio encabezado por startups digitales como experiencias ampliadas a menor coste a través Spotify o Netflix. Pau Waelder, en su estudio del análisis de fenómenos como el Do It Yourself sobre el mercado del arte, nos enseña fórmulas y los makers. similares adoptadas por las empresas que hoy comercializan nuevos tipos de coleccionismo ¿Cómo se comercializa, rentabiliza en forma de marco digital y que se definen a sí y divulga el arte digital en la mismas como los iTunes y los Spotifys del colec- economía de la suscripción? cionismo artístico. «El mercado del arte en la era del acceso», de Pau Waelder, se inicia con el repaso histórico del Preguntas, respuestas, y coleccionismo digital consolidado sobre todo a preguntas sin respuesta partir del final de la primera década del 2000. que encontrarán los Estudia las nuevas formas de coleccionar, expo- lectores de este anuario ner y vender arte digital de la nueva economía; la edición digital, las plataformas del mercado de Ante ese futuro fascinante para la cultura digital arte digital y las contradicciones que surgen al que se abre frente a nosotros, los autores de este considerar el objeto de arte como objeto único. anuario se plantean distintas preguntas: Un análisis que nos guía sobre cómo podemos ¿Quién es ahora el creador coleccionar en la nube y sobre cuáles son las en la escena? implicaciones de la exposición del arte en strea- ming. Un repaso de las distintas tecnologías de Uno de los artículos más futuristas de este anua- lienzo conectado que nos permiten consumir rio, el de Pepe Zapata, lleva al lector a descubrir arte a demanda y digital art. Una mirada a un mundo de autómatas, drones y robots en partir de una interrogación directa al colectivo escena que hacen preguntarse a su autor: ¿quién de artistas en la que la mayoría concluye que es ahora el espectador? Un cambio de óptica el impacto del mercado del arte en su obra no ilustrado con numerosos ejemplos de las nuevas es significativo. Una clara defensa de lo que el interacciones entre espectador y espectáculo autor llama el tercer mercado del arte y de la hoy posibles gracias a smartphones, drones, necesidad de aceptar el media art como una digital en la creación El impacto de Internet robots y todo tipo de realidades mixtas. categoría especifica. «Transformación de las artes escénicas en la era ¿Dónde están los límites de la digital» incide en las mezclas entre lo digital y lo creación de videojuegos? real, el off y el on, y nos habla de la desaparición de los límites entre ser humano, máquina y naturaleza Lara Sánchez Coterón utiliza una doble perspec- a través de numerosos ejemplos como el proyecto tiva en «Diseño de videojuegos y praxis artísticas Body, que, en palabras del autor, «experimenta disruptivas» para analizar tanto la influencia con la biointeracción entre cuerpo y tecnología, del videojuego y los metaproductos surgidos ayudándose de sensores lumínicos que responden a su alrededor en otras artes como la pintura, a las funciones biológicas de la bailarina». como la propia praxis digital más innovadora ANUARIO AC/E DE CULTURA DIGITAL 2016 5 para desarrollar los nuevos juegos que les lleva a ¿Cómo gestionar el crowdsourcing convertirse en auténticas obras de arte. en la evolución del conocimiento enciclopédico digital? Su detallado recorrido por la historia y los mo- Quince años de historia colectiva son analiza- delos de desarrollo y evolución del videojuego dos por Iván Martínez en «El fenómeno de la incluye el auto-hacking, las modificacionesmods Wikipedia en la sociedad actual: a quince años y los contrajuegos y explica cómo el videojuego de su fundación». ¿Cómo se logra mantener un está redefiniendo la interacción con el usuario recurso que sirve la friolera de dieciséis millones mediante el uso de los sensores y los disposi- de páginas al mes? ¿Cómo se organiza el trabajo de tivos inteligentes del no-espectador como un los voluntarios? ¿Puede envejecer lo digital? elemento más del juego.
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