Remix Practices for Cultural Heritage in the Digital Age
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WIKINOMICS How Mass Collaboration Changes Everything
WIKINOMICS How Mass Collaboration Changes Everything EXPANDED EDITION Don Tapscott and Anthony D. Williams Portfolio Praise for Wikinomics “Wikinomics illuminates the truth we are seeing in markets around the globe: the more you share, the more you win. Wikinomics sheds light on the many faces of business collaboration and presents a powerful new strategy for business leaders in a world where customers, employees, and low-cost producers are seizing control.” —Brian Fetherstonhaugh, chairman and CEO, OgilvyOne Worldwide “A MapQuest–like guide to the emerging business-to-consumer relation- ship. This book should be invaluable to any manager—helping us chart our way in an increasingly digital world.” —Tony Scott, senior vice president and chief information officer, The Walt Disney Company “Knowledge creation happens in social networks where people learn and teach each other. Wikinomics shows where this phenomenon is headed when turbocharged to engage the ideas and energy of customers, suppli- ers, and producers in mass collaboration. It’s a must-read for those who want a map of where the world is headed.” —Noel Tichy, professor, University of Michigan and author of Cycle of Leadership “A deeply profound and hopeful book. Wikinomics provides compelling evidence that the emerging ‘creative commons’ can be a boon, not a threat to business. Every CEO should read this book and heed its wise counsel if they want to succeed in the emerging global economy.” —Klaus Schwab, founder and executive chairman, World Economic Forum “Business executives who want to be able to stay competitive in the future should read this compelling and excellently written book.” —Tiffany Olson, president and CEO, Roche Diagnostics Corporation, North America “One of the most profound shifts transforming business and society in the early twenty-first century is the rapid emergence of open, collaborative innovation models. -
2. the Democratic Turn
DANIEL ARAYA 2. THE DEMOCRATIC TURN Prosumer Innovation and Learning in the Knowledge Economy INTRODUCTION As Eric Von Hippel (2005) has pointed out, the distributed nature of information and communications technologies is enabling an emergent mode of economic production that is best described as “democratic innovation”. Looking at democratic innovation from the perspective of complexity theory, I will suggest that the nature of socioeconomic production is becoming increasingly anchored to “prosumer innovation” networks. Building out from information and communications networks (ICNs), prosumer innovation blurs the boundaries between producers and consumers, joining both categories to broader systems of creative cooperation. This chapter will explore the contours of prosumer innovation and consider its potential for advancing systems of education. Focusing on prosumer innovation as an emergent cultural practice, I will suggest that the democratization of knowledge and learning should be the locus of concern for educational policy-makers over the coming decades. THE DEMOCRATIC TURN: ICNS AND CULTURAL PRODUCTION Over the past quarter century, policy discourse in advanced capitalist countries has increasingly focused on the economic needs associated with the production of knowledge. Unlike the tangible assets linked to the industrial economy- land, labor, capital, and raw materials, the knowledge economy is largely defined by abstract goods such as research, creativity, design, innovation, and learning. For theorists like Alvin Toffler (1990) and Peter Drucker (1993), the knowledge economy represents a socioeconomic shift from labour-intensive “smokestack industries” to “mind work”. Impacting the global economy in varied ways, knowledge and innovation are becoming central to commercial production. From network-driven business services and automated production systems, to complex engineering and just-in- time manufacturing, the knowledge economy is characterized as a new mode of capitalist production (Castells 1996; Womack et al., 1991). -
Creative Commons Licence: an Alternative Solution to Copyright in the New Media Arena
CORE Metadata, citation and similar papers at core.ac.uk Provided by Sydney eScholarship CHAPTER FOURTEEN CREATIVE COMMONS LICENCE: AN ALTERNATIVE SOLUTION TO COPYRIGHT IN THE NEW MEDIA ARENA Chunyan Wang• AN INTRODUCTION TO CREATIVE COMMONS Creative Commons (CC) is a global non-profit organisation that provides free tools, including Creative Commons licenses and software, to enable authors, researchers, artists and educators to easily mark their creative works with the specific intellectual property rights they wish their creative works to carry. The mission of CC is to build a system of balanced intellectual property rights by advocating a ‘some rights reserved’ alternative to the traditional ‘all rights reserved’ system.1 CC is dedicated to building a flexible copyright regime in the face of increasingly restrictive copyright rules. It encourages legal sharing, remixing, and reuse of creative work, and provides a legal platform to spread and build digitally enabled creative culture. Incorporating distributive and legal mechanisms at the same time, CC serves to remedy excessively restrictive intellectual property protection. By promoting a fair and user-friendly structure of intellectual property rights, CC is helping to realise open access to knowledge. • Many thanks to Professor Brian Fitzgerald of Queensland University of Technology and Professor Gao Fuping of East China University of Political Science and Law for inviting me to write this article. Thanks also to Dr Stewart Cheifet of Internet Archive and Professor Jing Wang of MIT for their comments and assistance in writing this article. Additional thanks to Mr Yi Zheng and Mr Fei Yang for their help. 1 Creative Commons <http://creativecommons.org>. -
After Convergence: Youtube and Remix Culture
After Convergence: YouTube and Remix Culture Anders Fagerjord Beyond Convergence In little more than a year, from November 2005 to the autumn of 2006, YouTube became a new media phenomenon. This library of videos uploaded from millions of users is one of the best examples of the complex matrix of new media that are described as convergence (Walther, 2005), convergence culture (Jenkins, 2006) and Web 2.0. (Musser & O’Reilly, 2007). It is complex because the content is unpre- dictable. On YouTube, there are lots of recordings from TV shows and films old and new. Amateur videos of stunts, fiction, parodies and pastiches abound. Professional recordings attempt to market products and artists famous and would-be famous. Regular people put up diary-like recordings of speaking into a camera. Politicians cry for attention in more or less convincing talks, “viral marketing” tries to disguise its commercial message, and fictional diaries pretend to be real. And the declining genre of the music video has found a new life online (Austerlitz, 2007). YouTube is not just a web phenomenon; it is in open contest with broadcast TV. TV shows look to YouTube for newsworthy or entertaining material. As MediaCentre PCs and AppleTVs occupy the place of the TV set and mobile phones are ready to show you YouTube videos wherever you are, YouTube promises to follow you everywhere. YouTube seems to me to be a good example to discuss modern online media with, but first, we need to back up a little. When Nicholas Negroponte resigned from his column in Wired Magazine in 1998, he had written for 6 years about new media technology, and his ideas of what the future will bring. -
Exploring Design Space Through Remixing
1 Exploring Design Space through Remixing YUE HAN AND JEFFREY V. NICKERSON, Stevens Institute of Technology 1. INTRODUCTION Open innovation [Chesbrough 2006] sometimes performs better than traditional company-based innovation [Hippel and Krogh 2003, Poetz and Schreier 2012]. Open innovation communities promote collective intelligence by providing members platforms to design and create use-generated content. Among these communities, many have incorporated a system to encourage users to modify each other’s work in a process called remixing [Lessig 2014]. Remixing continues to evolve in open innovation communities including Github [Dabbish et al. 2012], Scratch [Hill and Monroy-Hernández 2013], Thingiverse [Kyriakou and Nickerson 2014], and ccMixer [Cheliotis and Yew 2009]. Remixing in online communities relies on a small number of technical features [Nickerson 2014], and understanding the way these features are used may help us design more productive online communities. Remixing can be thought of as a form of product evolution [Nickerson and Yu 2012]: Together a community explores a design space of possibilities, starting from the many designs already created. 2. EXPLORATORY STUDIES In our first study, we analyzed projects on Scratch.mit.edu to understand how users explored the design space. Scratch is a programming language created by the Lifelong Kindergarten Group at the MIT Media Lab [Resnick et al. 2009]. Scratch.mit.edu is an online community in which users, mainly youth, create, share and remix projects using Scratch. The projects selected in our study are created after 2013, when Scratch 2.0 was launched, because the raw project code is readily available in text format, allowing us to compute distance measures. -
Righteous Remixes, Sacred Mashups: Rethinking Authority, Authenticity, and Originality In
Righteous Remixes, Sacred Mashups: Rethinking Authority, Authenticity, and Originality in the Study of Religion __________ A Dissertation Proposal Presented to the Faculty of the University of Denver and the Iliff School of Theology Joint PhD Program University of Denver __________ In Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy __________ by Seth M. Walker September 2018 Advisor: Lynn Schofield Clark 1 Thesis Remix studies largely revolves around the metaphorical extension of “remix” outside of its typical audio-visual contexts to culture at large. While many unrelated fields have seen the conceptual application of remix to their practices and productions, its application to the study of religion has been noticeably limited. This has been a curious absence in scholarship, as those studying digital culture have increasingly examined the role of religion in new media practices. Emerging from an interest in how remix engages clouded cultural understandings of authorship, and a curiosity over what happens when it is metaphorically applied to areas where it has not yet been encountered, this project primarily asks what it would mean to study religious traditions and their developments in the modern Western world as remix processes. Moreover, it asks how the consideration of religious phenomena and traditions from this shift in conceptual and terminological framing might help scholars understand religiosity differently, and what sorts of meanings, implications, or assumptions might accompany this. In other words, what does the application of remix in this context help us rethink? Thus, the project considers how a remix model might fundamentally shift the way we perceive and understand religious phenomena and institutions. -
An Introductory Historical Contextualization of Online Creation Communities for the Building of Digital Commons: the Emergence of a Free Culture Movement
An Introductory Historical Contextualization of Online Creation Communities for the Building of Digital Commons: The Emergence of a Free Culture Movement Mayo Fuster Morell Autonomous University of Barcelona [email protected] Abstract. Online Creation Communities (OCCs) are a set of individ- uals that communicate, interact and collaborate; in several forms and degrees of participation which are eco-systemically integrated; mainly via a platform of participation on the Internet, on which they depend; and aiming at knowledge-making and sharing. The paper will first pro- vide an historical contextualization OCCs. Then, it will show how the development of OCCs is fuelled by and contributes to, the rise of a free culture movement defending and advocating the creation of digital com- mons, and provide an empirically grounded definition of free culture movement. The empirical analyses is based content analysis of 80 in- terviews to free culture practitioners, promoters and activists with an international background or rooted in Europe, USA and Latino-America and the content analysis of two seminar discussions. The data collection was developed from 2008 to 2010. 1 Introduction Online Creation Communities (OCCs) are a set of individuals that communicate, interact and collaborate; in several forms and degrees of participation which are eco-systemically integrated; mainly via a platform of participation on the In- ternet, on which they depend; and aiming at knowledge-making and sharing (Fuster Morell, 2010). OCCs based on certain governance conditions result on the building of a digital commons. Digital commons are defined as an informa- tion and knowledge resources that are collectively created and owned or shared between or among a community and that tend to be non-exclusivedible, that is, be (generally freely) available to third parties. -
1 Remixing Culture
REMIXING CULTURE: LITERATURE REVIEW Introduction Remixed, or mashed up music is a contested issue both within musical communities and the law. The dispute arises when a musician creates a new piece of music by taking apart, re-arranging and sampling the work of another musician to create a new song. These remixed versions of songs are often unlicensed and have not been granted permission by the record label that produced the original tracks. While instances of cultural phenomena have often influenced the development of new works of art throughout history, the digital technologies of the 21st century have enabled artists to directly cut and paste the works of others into their own art, creating controversy both within artistic communities and the legal realms. Methodologically, this literature review will explore the historical context of music evolution, from the performance to the first recordings to the current mp3 format. In addition, it will reference the growing culture of remix music: the artistic practice of pastiching the works of others to create new songs. Finally, it seeks to uncover implications of music as intellectual property, as opposed to a new form of cultural democracy and literacy. The research question that this literature review elucidates is whether or not a remixed song, or a mash-up, is an extension of a phenomenon of culture building, and what implications the digital nature of its production has on the notion of artistic creation and intellectual property rules. Three essential mindsets pertain to the issue of remixed music. There is one group of academics that argue remix is the fundamental cornerstone of human collective consciousness, and law professors like Lawrence Lessig and writers such as Paul D. -
User-Friendly Licensing for a User-Generated World: the Future of the Video-Content Market
Vanderbilt Journal of Entertainment & Technology Law Volume 15 Issue 2 Issue 2 - Winter 2013 Article 5 2013 User-Friendly Licensing for a User-Generated World: The Future of the Video-Content Market Joanna E. Collins Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Intellectual Property Law Commons, and the Science and Technology Law Commons Recommended Citation Joanna E. Collins, User-Friendly Licensing for a User-Generated World: The Future of the Video-Content Market, 15 Vanderbilt Journal of Entertainment and Technology Law 407 (2020) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol15/iss2/5 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. User-Friendly Licensing for a User-Generated World: The Future of the Video-Content Market ABSTRACT A picture may say a thousand words, but in today's artistic culture, video is the true king. User-generated remix and mashup videos have become a central way for people to communicate their ideas, to be a part of popular culture, and to bring life to their own artistic visions. Digital technology and the rise of user-generated Internet platforms have enabled professionals and amateurs alike to participate in the creation of web videos, which often incorporate popular content. But this has led to a growing tension between amateur sampling artists and copyright rightsholders. The current video-content- licensing scheme requires individually negotiated contracts for authorized use of copyrighted material, but amateur artists frequently lack the bargaining power and understanding of copyright law to comply with licensing requirements. -
Changing Content Creation in the Age of Prosumer: from Individual to Multi-Channel Networks
Changing Content Creation in the Age of Prosumer: from Individual to Multi-Channel Networks Liwei Yang Masters of Arts Communication Supervised by Dr. Elizabeth Dubois University of Ottawa Department of Communication ©Liwei Yang, Ottawa, Canada, 2018. ii Changing Content Creation in the Age of Prosumer: from Individual to Multi-Channel Networks Abstract In a rapidly-changing information environment, it is necessary to stay up-to-date with industry trends to be productive (Austin, 2013). Particularly in an era where short videos dominate social media, a step has been taken from user generated content to professionally generated content. Multi-channel networks (MCN) have emerged, first, as assisting agencies for YouTube in the United States since at least 2013, providing creative media management services. This prosperous model emerged in China in 2015. Papitube represents a typical switch from a single influential media prosumer to a matrix of content creators. Despite the visible rise of MCNs, few studies look into their mechanism and systematically investigate its effects on changing the power dynamics of content creators in the short video industry compared with individual work. As investment and public attention continue to flow toward MCNs, it is necessary to address value and strategy questions so as to give basic directions to future studies concerning MCNs’ vitality. This study first draws literature about cultural industries as the ground for content creation, then reviews the practice of individuals and organizations in content production. The literature together helps identify a set of measurement objectives of MCNs’ performances that are referred to in the following analyses. Next, the study adopts a qualitative document analysis approach and content analysis approach to examine the case of Papitube and its partners. -
The Rise of User-Generated Content
Mashing-up Culture Proceedings from the COUNTER workshop Mashing-up Culture Upp- sala University, May 13-14, 2009 Title: Mashing-up Culture: The Rise of User-generated Content Eds.: Eva Hemmungs Wirtén and Maria Ryman Abstract: These are the proceedings of the first COUNTER workshop “Mashing-up Culture: The Rise of User-generated Content”, Uppsala Uni- versity, May 13-14, 2009. COUNTER is a European research project ex- ploring the consumption of counterfeit and pirated goods. Sampling, remix- ing, mash-ups and appropriation are part of the digital creative milieu of the twenty-first century. Sites such as YouTube and deviantART have offered new outlets for creativity and become hubs for innovative forms of collabo- ration, thus playing their part in challenging modernist notions of what it means to be a creator as well as a consumer. Drawing on this general back- ground, the ten papers presented in these proceedings are examining areas such as: Sampling, mash-ups, and appropriation; Creativity and collabora- tive practices; Creative Industries and intellectual property; Copyright, Cultural Heritage and Cultural Policy; and Formal and informal regulations of intellectual property. The ten authors are all contributing to an interna- tional and interdisciplinary scientific discussion on the mash-up. Mash-ups and user-generated content are social and cultural phenomena which in these papers are put into various contexts, from legal ones, over technology, to the nation as a framework. Keywords: Proceedings (COUNTER Counterfeiting and Piracy Research), Copyright—Adaptions, User-created content COUNTER is funded by the European Commission’s Framework 7 programme. Mashing-up Culture: The Rise of User- generated Content Proceedings from the COUNTER workshop Mashing-up Culture Uppsala University, May 13-14, 2009 Eds. -
Locke Remixed ; - )
Locke Remixed ; - ) Robert P. Merges UC Berkeley (Boalt Hall) School of Law [Note: This paper was prepared as part of a conference on IP and Distributive Justice, March, 2006, UC Davis School of Law. It is still an early draft, in development. Comments welcome.] 1. Introduction This conference on Intellectual Property (IP) and Distributive Justice covered a lot of ground. I am going to bear in on only one small corner of this terrain: remixes. A remix (or mash-up) is a work created from one or more pre-existing works – music, photos, videos, computer games, etc. As everyone at this conference was well aware, remix culture is a very big thing in the online world.1 People create, distribute, trade, and comment on all sorts of pre-existing works. At least some of these pre-existing works are widely distributed for-profit mass media products such as Beatles albums, Star Wars films, TV shows, etc., etc. (In this little Essay I call works such as these “original mass- market works,”2 and I often refer to the largest corporate creators/owners of these works as “Big Media”). There is a close connection between remix culture and distributive justice. One important group of remixers is “little guys” – individuals, mostly, who modify, add to and comment on mass market works.3 It is mostly a hobby, in the sense that they are not 1 See, e.g., http://www.mashupcamp.com/. 2 “Original” stems from the Latin word “origin-em,” meaning beginning or source. I understand that very few creative works are an absolute beginning or source; that they are almost all based on or derived from other materials in one way or another.