April 15th

Venue: University of Tartu Library, Struve 1, Tartu

Cultural heritage and creative user

Main hall

12.00

Archives and their users at the crossroads of on-line access

Priit Pirsko
State Archivist
National Archives of Estonia

This presentation gives voice to the experience of providing on-line access to the public records. The fact is that we have been passing through a major change in the mind-set of archivists as well as the users of archives these days. In 2005 a radical move for change was brought by enabling the on-line access to the most popular historical documents by the National Archives of Estonia. Today all the catalogues and finding aids are available on-line, free of charge for the customers. Besides that, all the core records of genealogical interest and other historical sources are also easily accessible for everybody. Over 90 per cent of our users are on-line users, visiting basically only the Virtual Reading Room and seldom or even never the off-line reference service in the archives itself.

This paper addresses the following key issues:
1. Which major changes have happened in the structure of archive users and consequently, what kind of new practices and expectations have the archives met?
2. The archives are now available 24/7 for everybody connected to the Internet. How have these changes affected the tasks and roles of the archives?
3. In Digital Age there are tremendous opportunities in the field of cooperation between archives and their users. What have we learned launching the Virtual Reading Room in 2009 and what should we keep in mind in the near future?
4. What are the new ways of enriching the digital content of on-line records?
5. What about the appraisal and acquisition of valuable information in different digital forms to preserve the society’s memory for the next generations?
6. How could or even should the functions of different memory institutions in the environment of new forms of digital culture change?

The study concludes with emphasising the importance of continuing readiness for improvements in transforming the cultural heritage to general public. In order to ensure the high-level quality in on-line services, we need a continuous dialogue with the clients and the flexibility to change our own mindset.


Audiovisual Collections in a Digital Culture: Reflections on Providers and Users of Digital Audiovisual Heritage in Flanders

Lien Mostmans
Studies on Media, Information and Telecommunication
Vrije Universiteit Brussel - Free University of Brussels
co-author: Eva Van Passel
Vrije Universiteit Brussel

In what can be referred to as the digital era, the proliferation of information technologies has brought about numerous conceptualisations of certain modes of interaction with digital materials. Many theorists have elaborated on an emerging digital culture and have outlined its principal components, such as interaction, participation and bricolage, or conceptualised the changing user roles it entails. While this is a broad set of conceptualisations, our specific area of interest in this paper is the digital audiovisual heritage field. The ways in which the often-theorised changing agent roles are evolving in practice within this field remains an important area of research. Indeed, according to conceptualisations of digital culture, in a field characterised by a growing awareness about safeguarding, digitising and distributing audiovisual materials, such developing modes of interaction might not only affect the way in which cultural heritage institutions manage collections and approach audiences, they might also obscure the traditional demarcation between consumer (user) and producer (provider) roles. The aim of this article is to go beyond mere theoretical reflections on digital culture and to look at whether any evidence from the digital audiovisual heritage field supports the theories at hand. In sum, it is our aim to assess whether findings regarding the case of audiovisual heritage truly hint at the emergence of digital culture in Flanders. To this end, findings originating from the BOM-VL research project (Archiving and Distribution of Multimedia in Flanders) will be elaborated to assess the extent to which digital culture, its principal components and changing agent roles have permeated the audiovisual heritage realm in Flanders (Belgium). More specifically, an analysis of both a panel discussion and in-depth interviews with educational, media and culture experts in Flanders, all conducted in the framework of BOM-VL, will be examined. In sum, research results in BOM-VL suggest that interacting with digital materials, i.e. engaging in the praxis of digital culture, is not evident for users and providers alike. Firstly, the extent to which active 'prosumers', 'bricoleurs' or 'produsers' of audiovisual heritage are indeed emerging in Flanders is not yet clear; however, experts deem the proportion of such users to still be small. Secondly, providers wishing to distribute audiovisual content into the digital realm appear to find remediation and contextualisation of content, necessary in order to facilitate participation and interaction, far from straightforward. Some of the project findings therefore certainly present an interesting starting point towards critical reflections on challenges agents within the digital audiovisual heritage field might face: the theoretical notion of digital culture and its principal components appears to be slightly problematic in the context of digital audiovisual heritage in Flanders. Finally, on a more wide-ranging level, the findings hint at the extent to which the broader notion of digital culture in all its aspects appears to be materialising in Flanders.  

Transforming cultural participation at the Estonian National Museum

Pille Runnel

Estonian National Museum

Pille Pruulmann-Vengerfeldt

University of Tartu and Estonian National Museum


In 2014 the Estonian National Museum hopes to open its new building. This poses a wide range of challenges, being in a sense a reinventing of the museum. These developments involve asking questions about communication, cultural participation and new media. A 21th century society needs museums that do more than communicating with their audiences using a “voice of authority”. It needs to become a nodal point, a meeting point of various dialogues and communication activities.

New trends to the participatory inclusion of the individuals and communities are related to the new technologies. Memory institutions are embracing the new opportunities provided by digital technologies in varying degrees of optimism hoping that these technologies will help in the basic functions of the heritage institutions. The ENM is currently a part of the „first wave“ in using information and communication technologies (ICTs), in the heritage institutions which is mostly related to the digitalization of its collections and the provision of digital information. At the same time, ways of using ICTs to source user generated content is being looked for – be it in the form of additional items to the digital collections, user comments or tags to the existing objects or digital storytelling opportunities. The ENM plans to involve both a virtual museum and a physical space to increase the participation of visitors in the museum content.

This presentation will frame participation in the digital activities of heritage institutions and ICT user content generation as practices which are “democratizing democracy”. As hybrid forms of democracy, containing elements of participatory and representative democracy, would seem a reasonable expectation for digital democracy, it is hoped that these digital technologies would enable the museum to open up.

New media plays a crucial role in organising participatory processes, but at the same time the vast differences in user behaviour need to be taken into account: the gradation of user practices, where the content creators online form a most advanced stage of the content creators and only a minority of users also practice content creation.

Also, the cultural participation in the museum should not be about visitor/user involvement only; otherwise the whole process can be seen as token participation. It has to be seriously evaluated how the content created by the visitors/users can be and is included into what the museum offers back to the public and what kinds of content creation and storytelling tools could facilitate this. Heritage institutions in the digital environment still need to learn to interact with users and facilitate communication processes by understanding more comprehensively how the users as citizens are negotiating the digital space. In order to move from one-sided engagements to fully participatory practices, some of the decision-making capabilities with the general public should be applied.


Multi-platform media production, textuality and the new role of media users

Göran Bolin

Professor

School of Culture and Communication, Södertörn University, Sweden


With digitization, it follows that media texts migrate between different technical platforms of distribution and reception. With such multi-platform productions where several media such as film, television, the web and mobile phones become involved in the shaping of the media text, new opportunities for telling stories arise, and we can see inventive extensions of the textual worlds. However, this also provokes questions about the relation between texts and contexts, and ultimately about the limits of texts. With the words of Genette we can discuss the relation between texts, paratexts and contexts, how we should think about media texts in multiplatform environments, and how we can expand on his concepts to fit the contemporary media landscape.

Following from this discussion on expanded textuality, we can also pose questions about the limits of audienceship. If textual worlds are expenaded, and if we also become more and more engaged in the construction of texts (and maybe especially contexts), we could indeed ask ourselves if old concepts of audienceship are still valid. Reception theory and media ethnography has for a long time taken the context of reception into consideration, but if the boundary between texts and contexts become less clear today, we can indeed ask ourselves questions on the limits of audience activity. While new concepts such as prosumer and co-creative content has been launched to capture this moment of unclarity, the paper will argue that rather than dissolving the line between producers and consumers, we need to analyse when audiences are consumers, when they are contributing to textual worlds, and when they are involved in active co-creation of media works.




Changing user: consumer and elite

Main hall
14.30

Transformation of the Model of Cultural preferences. Changes of cultural typology in Estonia 1970 - 2008

Maarja Lõhmus
University of Tartu

In the widest meaning, culture is the most basic element of every country, every nation. Accordingly all the processes taking place in a society, including political and economic processes, are in essence cultural processes. The present analysis observes the narrow sense of culture - we have in mind in particular culture as the mental creation, the usage of the mental environment and practical habits in the cultural field. More widely, the drawing of the typology of cultural habits and preferences allows studying its impact on the human social system and the system's impact on human activity. The focus of this analysis is the cultural interests and cultural usage of the Estonian population. Herein we present general typology of cultural preferences and show the contextual influencers impacting of different types of cultural consumption. Then we compare the contemporary typology of cultural preferences with the analogical models of previous decades.

Comparing contemporary Estonian cultural field to the cultural field of the 1970s and 1980s, we see large differences. The main changes are due to the collapse of the Soviet system and the resulting change of policy. Earlier analysis confirms high activity and intensive involvement of people in the cultural sphere during the Soviet period, expressed by substantial home libraries, participation in choirs, etc.
After regaining independence, the participation of Estonian people in the cultural field has decreased, primarily due to a number of social functions in the cultural field moving into political and economic sphere. Also the commercialisation cannot be ignored; a consumer society subjected to market mechanisms and consumerism adds to culture's aesthetic value ability to produce symbolic and social capital and thus to some extent be part of the habitus of the social strata. Sociological approach to the culture has assumed - at least in ideal cases - contradistinction of high culture and low- or mass-culture. However, the latter contradistinction belongs more to modern than to post-modern approach.

In the discussion of cultural preferences we present the model of cultural interest and the analysis of the cultural model with annotations. Empirical analysis (Meema 2002, 2005, 2008) resulted in the cultural typology consisting of 5 types, based on the preferences of books, music and film, and in the topics-related typology. The following clusters have risen - first, active, diverse experiences (22% of inhabitants), second an instrumental, close cultural experiences (25%), thirdly, a traditional and everyday-life focusing on inhabitants (19%), fourth, a pop culture centred (14%) and fifth, passive ratio (20%).

We compare the contemporary models of the 2000s with those of previous decades - previous studies from 1974, 1985 and 1991. Comparison of cultural models based on empirical data gives an overview of cultural typologies and information of the static and dynamic elements of the model.


Taste 2.0 aNobii and cultural practices

Antonio Di Stefano
Department of Sociology and Communication
Sapienza University of Rome

This paper is the result of a survey carried out in 2009 with the aim to define the role played by social networks with regard to cultural practices and taste judgements, into a particular social network such as Anobii Italia. The direct omology between lifestyles and social class that was systematically and relationally developed by Bourdieu’s perspective, can be integrated with Fine’s idea of idioculture, a metaphor underlining the horizontal meaning and extensive dynamism of individual trajectories into an offline and online society. The importance assumed by social networks in people’s everyday life pushes us into analysing the nature of connections between social stratification and lifestyles differentiation, with the widening of Bourdieu’s two-dimensional map of social space (economic capital vs. cultural capital) to the multidimensional one (including social capital and so on). The possibility to get access to different networks allows social actor to increase his/her own cultural competence, to meet the expectations of network agents and to reply to their demands.

The aims the paper intends to develop are: to notice, after the weakening of social class distinctions, the socio-cultural factors emerging in taste production and in the determination of consumption practices, in order to specify the variables which can still be influential; to verify the existence of an “omnivore” consumption behavior related to the degree of cultural tolerance towards other different tastes; to value symbolic significance of taste legitimacy with regard to consumption preferences. The survey (February-August) has been based on a non-participant observation in an ethnographic approach of a selected users group (100 units), differentiated by age, gender, education and work. The early results show how the taste judgement and practice are related to individual cultural degree and to the variety of networks associated with users. Moreover, the omnivorousness phenomenon can be accompanied by forms of resistance based on logics of exclusion, mainly where the symbolic boundaries can keep a function of exclusivity and distinction, because they create a strong consensus and because there is an extensive agreement on specific aspects which are considered better than others. This process provides evidence about the idea that the effacement of boundaries, the omnivore effect and the distinction effect, might operate concurrently. In this regard, a scholastic culture keeps affecting cultural judgment on products more directly linked to its nature (books), representing a kind of core culture that defines especially individual cultural boundaries.

In conclusion, the importance social networks have assumed in last decades, about the topic we have addressed, does not imply the death of class, rather it underlines how class, together with culture, tend to “operate” in a less hierarchical setting with regard to social representations and individual judgements, embedding to several other intervening variables closer to individual identity and values, within a small group culture. Moreover, cultural legitimacy implies a dialectics between the inclusive principle of omnivorousness and the exclusive logic of symbolic boundaries.


Online Communication: A New Battlefield for Forming Elite Culture in China

Nanyi Bi
M.A.
Peking University

Although a long-desired request in China, the free flow of information is still under firm restriction and the government has established certain divisions in order to take charge of that. Under this circumstance, the endeavor to form an elite culture, i.e., a culture created and shared by the intellectuals that conveys ideals of freedom and true harmony, has been transferred to the online communication system. On the Net, one gets to issue his/her opinion through media like Twitter or other BBS and therefore makes it possible for the real voice of the people to converge and influence even more.

This paper, employing Twitter and its Chinese imitators, Fan Fou and Di Gu as examples, seeks to map the synchronal growth of elite culture with the Net and predict its future direction based on the evaluation of the status quo. The method this research uses is online questionnaire, with an expected sample of 300 (concerning the total population of Chinese netizens being more than 300 million).

Further development of relative studies would also be presented.


"It's not rocket science, y'know!": Path dependencies in institutional user construction by the nascent industries of the mobile web

Indrek Ibrus
PhD Candidate
London School of Economics and Political Science

The paper relies on the research conducted in 2006-2008 among the stakeholders of the globally (e)merging industry of the mobile accessible web. The aim was to investigate the dialogic practices between the parties that were at the time engaged in designing and standardizing the mobile web – the platform that according to many forecasts is soon to become the dominant web access platform worldwide, bypassing the desktop web. The study was based on three dozen interviews with the representatives from a variety of institutions from several countries of Europe and from the United States including such global actors as the W3C, T-Mobile, Microsoft, Nokia, Opera, dotMobi, BBC, Volantis, Buongiorno, Sybase, Axel Springer, Deutsche Welle and many others. In focus were the dynamics between these different agents and institutions when many of the norms, standards and conventions for the nascent media platform of the mobile web were negotiated. A sub-question of the study was the role of institutional legacies and memory in influencing the institutional preferences for the design of the new platform.

In this context, in theoretical terms, the study looked into the dynamics of recursive self-production (in terms of Niklas Luhmann and Yuri Lotman) of media and communications enterprises in the changing cultural and technological environment. In investigating the issue it built also on the theory of path dependence developed within the academic domain of evolutionary economics. In integrating these academic frameworks the aim was to investigate the interdependencies among the dialogic contacts between institutions, their autopoietic self-creation and path dependencies in media forms and technologies – in this particular case the forms and technologies of the mobile (or rather: ubiquitous and cross-platform) web.  However, when it comes to observation of Others by these institutions and their dialogic contacts with these Others, then one significant group was undoubtedly the end-users of these forms, technologies and applications that were devised at the time.

The paper demonstrates how, firstly, despite the self-recognised sentiment within the industry on the importance of accommodating the user agency, still, the actual participation of users or inclusion of their views to the design process was at that early stage near zero. However, despite the ‘absent user’ the references to the user preferences on these designs were ever present in the industry discourses. Using discourse analysis as a method, the study identified, firstly, how the arguments on these preferences were used to justify the institutional agendas that in turn relied on the legacies and memory of these institutions. And, secondly, how depending on the differences between these legacies and institutional path dependencies, the preferences attributed to users by different industry fractions were often conflicting.

The paper, therefore, suggests that at that early era of establishing the many standards and norms for the mobile web, the users and their preferences were merely used as rhetoric devices to justify the specific, memory conditioned institutional preferences for the further evolutionary trajectory of the new media platform. The paper proposes further critical examination of user agency as addressed by the media and communications industries.


Cultural memory: knowledge environments

Main hall
15.30

Cultural heritage and literary memory: constructing the Estonian Cultural Historical Web

Marin Laak,

Senior researcher, PhD

Estonian Literary Museum 

This presentation proceeds from the official tasks of memory institutions (libraries, archives) that preserve cultural heritage, centring upon the creation of digital collections and making them accessible to users. The general problem is how to make particular selections among millions of memory objects and how to represent these objects in a semantically meaningful way. Treating literary history as an important part of cultural memory, the paper will introduce the experience of Estonian memory institutions in their cooperative creating of an interactive content-based information environment “Kreutzwald’s Century. The Estonian Cultural Historical Web” (http://kreutzwald.kirmus.ee), combining the tasks of these institutions with the needs of researchers and educators.  

In executing project we attempted to take into account the traditions of cultural historiography and looking for new knowledge models for representing the past, we tried to interpret new opportunities offered by the remediation of literary and cultural history in the digital space. Attention should primarily be paid to such specific features of the new environment as “nonlinear narrative”, “multimedia”, “interactivity”, “participation culture”. The paper will emphasise two aspects. First, from the viewpoint of memory institutions, it is possible to make all sources, held at the archives and libraries, digitally accessible for researchers of cultural (or literary) history. The notion of writing has changed in the digital environment: instead of a linear narrative we can see a relations-based nonlinear narrative. We can see new cultural units, containing semantically related texts of different types, emerging in the digital environment.  

It is well known practice that there are two main criteria in selecting materials for digitisation in libraries and archives. The priority belongs to the oldest items and to those in danger of destruction. The second criterion is the use of materials – digitisation on demand. In our project, the aim was to create a digital collection according to new principles: we want to digitise materials concerning all these Estonian writers whose works and lives have been included in canonical books of literary history starting from the 19th century. The paper will stress that many theoretical problems also emerge in the digital representations of cultural history. In creating cultural historical web projects we are in one way or another engaged in “writing history” and “constructing memory”, but already in a new environment and with new tools. Representation of history has always been affected by the environment of representation which, due to changing contexts of interpretation, has demanded new rewritings. This idea can be transferred to the context of the digital era. Regarding the continuity of cultural memory, it is important to communicate traditions from generation to generation. The greatest challenge in developing the new historical knowledge environments will be the web habits of the youngest, the so-called i-pod generation, as “the medium is the message”.



Archival education: Data trails and the culture of learning

Beverly Geesin
Head of Programme for Communication and Culture
Centre for Languages and Linguistics York St John University

co- author:  Helen Gilroy,
Centre for Languages and Linguistics, York St John University

How is the process of creating archives and data trails of everyday life shifting our understanding of social interactions? With the increasing use of online learning, educational paradigms are, whether intentionally or not, shifting and educators must address the impact of the archive upon learning. The virtual learning environment is significantly different because of the fact that an archive is created and every interaction is added on to an ever increasing data trail. ? This has implications upon traditional attitudes towards higher education which encouraged the free flow of ideas and the classroom as an open space for both lecturers and students. However, now interactions are more closely managed, students and educators are involved in a process of stricter self-regulation as learning is quite often scripted. Additionally, there is a disruption and challenge to the traditional power relations as the panoptic classroom with clear authority positions is dismantled and replaced with a relationship that emphasises the much debated student centred approach.

Drawing upon theories from Goffman, Foucault, and Derrida and aligning these issues with current debates regarding surveillance and the changing relationship between identity and privacy, this paper, while accepting the many advantages of online learning, draws attention to some of the possible changes to the culture and practices of learning and examines how these cultural shifts are reflected broadly in a society where visibility and transparency have become the norm.



Estonian language university digital textbook collection

Liisi Lembinen
University of Tartu Library
Tartu University Library’s native language university digital book collection (Ebrary platform) was started in November, 2008. The main purpose of the collection is to provide university students and professors with an alternative method to reach necessary study materials in their native language through the Internet. Students do not need to worry about the lack of materials in libraries or bookstores. Professors can be sure that the students will come prepared and are well equipped. In addition, the option to submit feedback provides professors with a tool to amend previously published titles for the second edition. The long-term goal is to provide professors with a better understanding and basis for their rights and opportunities as authors.  In addition to digitalization of textbooks, Tartu University Library preserves Estonian textbooks through that collection.


Changing user: artificial culture

Room 243
12.00

Paranoid, not an android: dystopic and utopic expressions in playful interaction with technology and everyday surroundings

Maaike de Jong
MA, Stenden university
When I am king, you will be the first against the wall
With your opinion which is of no consequence at all
Radiohead – Paranoid Android – 1997

“One of the most important machines in our life is the computer, we agreed on that. We then thought about the role of the computer in our lives and what it is we use it for. […] The computer is a machine that makes human live easier. […] It plays a big part in our social life: ICQ, Skype and hotmail and a number of online forums are an example of this. After we’d thought about this, we came to the conclusion: the computer is man’s new best friend!“

“We see a computer screen with a man that apparently is trapped. He doesn’t look happy and his hands are around the bars. Why is there a man trapped behind the computer screen? […] For some people the realisation that they’re caught up in a virtual world comes too late. That’s why they’re alienated from the normal, real world, making it impossible for them to function normally.”

These two quotes demonstrate different positions that bachelor students in Media & Entertainment Management take regarding the technology that surrounds their everyday life. They sometimes display a concern with the pervasiveness of computers and media, along with a concern for the convergence of human bodies with computer technology. At the same time they focus on the more positive aspects such as the registration of donors with a chip in a person’s body.

What philosophical notions of utopia and dystopia are intertwined with their concerns over and their joy of technology? In a creative reflection assignment titled, “The world, your playground”, students in Media & Entertainment Management (@Stenden university, The Netherlands) reflected on a range of topics. Students were invited to actively engage in philosophical thinking, by challenging their assumptions about this world in a creative manner. The assignment itself yielded surprising results as students spontaneously used the opportunity to not just ‘study’ this world, but to also voice their concerns about it in a playful, creative way.

An analysis of these expressions is warranted because a) these students belong to a new generation of future media makers and managers that will play a role in the further dissemination of several forms of entertainment and pop-culture,
and b) these students form an “in between” generation that will have to connect the lives of people that knew a time before the internet to the lives of people that will be growing up in a truly cross medial timeframe.

The assignments selected for this paper focus on technology and new media. The creative expressions students came up with are analyzed from a philosophical viewpoint. Different stances toward technology from a philosophical perspective are connected to the performative aspects of playfulness.




Theorizing Web 2.0: including local to become universal

Selva Ersoz Karakulakoglu
Assist. Prof. Dr.
Maltepe University

Recent studies have been focusing on exploring web 2.0 and social networking tools are popular research subjects for scholars. Most of these studies use different conceptual and methodological instruments, which however are not always universal. In this exploratory paper, we would like to take a look at general theories about cyberspace and cyberculture from a different aspect. In particular, we want not only to highlight arguments about the universality of recent theories in means of social interaction by looking at them through a local window, but also to draw a general perspective of current internet use in Turkey.

In sum, our aim in this paper is to see whether cyberspace theories which are mostly constructed through analyzing of western based web sites are compatible in terms of functioning with their local homologues.
To this end, we will try to make a typology of Turkish web sites which are using web 2.0 applications and question to which point the recent web 2.0 literatures fit into them.  As a consequence, the aim of this paper is double. On the one hand, we desire to catch up with recent universal web and internet studies, a domain mostly neglected in Turkey, and on the other hand, we try to question the practice of theorizing internet. As Erick Davis states, cyberspace is still under construction and therein lies its strength, the more we analyze and observe it in our own way, the better it will get shaped.




How Web 3.0 combines user-generated and machine-generated content


Stijn Bannier
IBBT-SMIT, Vrije Universiteit Brussel
co-author: Chris Vleugels
IBBT-SMIT, Vrije Universiteit Brussel

"In this paper we examine the changing role of the user in view of the cultural transformation from user to 'produser' by Web 2.0 and which changes we might expect from Web 3.0. Web 2.0, the current phase of the World Wide Web and online applications, is characterized by interactive and dynamic content. Web 3.0 is assumed to comprise the following opportunities: a hybrid, semantic and intelligent web made possible by the convergence of several new technologies, which will make data and content more usable and better accessible. Guided by the perspectives of Web 2.0 and Web 3.0, this paper examines to what extent Web 3.0 and in particular recommendations engines will deliver user-generated, machine-mediated content, and which implications this has for cultural participants. Therefore we use the final research findings from the IBBT  research project CUPID (Cultural Profile and Information Database), which started in 2008 and will end in December 2009. In this research project several partners searched for innovative ways to aggregate, categorise, personalise and distribute cultural content in order to give end users a rich cultural experience.

The outcomes of the literature studies on the key concepts of Web 2.0 and Web 3.0 will be used to discuss the shift from user-generated to machine-generated content, namely the recommendations of cultural events as developed in the CUPID model. In this model, the end user has the possibility to manage and control the information about his cultural participation, supported by the cultural institutions he chooses. As a result, the end user creates his own cultural profile that he can use as a tool to receive personalised recommendations from cultural institutions by means of openID. The aim of this process of profiling and recommending is the reduction of the abundance of online cultural information. In our paper we use the findings from different series of focus group conversations with external experts (technological experts and conceptual experts), cultural mediators (umbrella organisations, cultural organisations, media, cities & municipalities and social networks & weblogs) and end users to reflect on the possible opportunities and risks of machine-generated content. On the one hand, the future of the web will not only consist of user-generated content, but also of data mining, data analysing and processing this data, completed with metadata, to provide the user with the opportunities of personalised content and recommendations. On the other hand, it raises questions about a possible substitution of an abundance of information by an abundance of recommendations, about a possible decrease of supply and about the privacy of the end user. In this paper we will focus on the changing role of the user throughout the shifts from Web 1.0 to Web 2.0 to Web 3.0 and its influence on cultural participation.




Artificial culture as metaphor and tool

Kurmo Konsa
University of Tartu

Human societies reorganize both the surrounding environment and themselves. As a result, society is becoming more and more artificial. The driving force behind this process is constantly renewing technologies that are developed to increase human welfare. One characteristic of technological development is that it moves inwards from the outside world: closer to man, closer to the intimate core of an individual. Technology has moved from the reorganization of the physical environment to manipulation of man’s biological body, genome and consciousness. There is only one more border area to colonize - the cultural resources of mankind. The culture that we have always considered man’s naturally evolved environment should be redefined as an artificial environment with countless opportunities.

The idea of treating culture as an object of technology comes from the development of technologies and society. Achievements in the field of information technology provide a technological basis for the creation of a civilization with an artificial culture. Technical metaphors are extended to culture. Contemporary communication and information theories offer attractive metaphors for redefining cultural phenomena. Such a linguistic shift is extremely important. In principle, the idea of correcting culture is no different from the idea of improving a computer program. New programs are created for new tasks, and the more the programs are improved, the more new opportunities will arise – which will again create new tasks.

Culture is a phenomenon that concerns humans alone. If humans are the creators of culture in a direct or indirect way, then how can we speak about artificial culture? If for us the word “artificial” means something created by humans, then the whole of culture is artificial. Nevertheless the real situation is not at all so simple. The relationship between humans and culture is very complicated. On the one hand, humans create culture, but at the same time culture designs humans. The cultural reality seems to exist apart from the individual person. We all live within culture, but every one of us is quite limited in our ability to direct and influence it. Cultural information is being forwarded from person to person and from generation to generation without anyone intentionally directing it. So, culture is similar to language. Fundamentally, natural language has been created by humans. Every person can invent words. At the same time, language is something more and is somehow given to humans. It is the same with culture. We can create some parts of culture, but culture as such has been given to us. In many ways, the cultural process is similar to the natural one. Humans have not consciously initiated it, nor do they design it. We do not know exactly how the development of culture is dependent on human activity.

Our approach involves the design of artificial cultures as environments in which participants (residents of this particular culture) interact  with each other, thus forming a problem-solving and role-playing community. Although the culture is simulated, individual participants and interactions are real. Artificial cultures present innovative circumstances in which the participants’ consequent interaction patterns and group behaviour can be studied. Methodology is based on artificially created fictional cultures in which people can participate by running experiments, testing different strategies, and building a better understanding of the aspects of the real world that the artificial culture depicts.

Artificial culture methodology will be used in three different ways:
•    as a research tool
•    in a specific intervention process, as an experimental environment, in which researchers and participants can make conceptual and instrumental inferences for real decision making and policy making
•    as a learning tool

We think we could use artificial cultures to test a wide variety of questions about how the culture works. As inherently social environments, they have been singled out as ideal test-beds for social and cultural experimentation because they emulate real society for genuine interactions between people. Areas in which the methodology of an artificial culture can easily be applied are modelling the interaction between cultures, the division of cultures into subcultures, how they influence each other, and modelling the formation of hybrid societies. The given methodology can be used to play through alternative scenarios in culture evolution and carry out experiments of the “what will happen if…” type. Investigating cultural variety, which especially characterises modern societies, dealing with cultural conflicts, collisions, competition and invasion, are particularly relevant and attractive topics. All these problems are vitally important in contemporary societies. Moreover, we may find that artificial culture will change our perspective an anthropology, changing not just our subject matter, tools and methods, but our theory, philosophy, and the very questions we ask.

In this paper, we presented a learning-centred artificial culture “DigiKult”, the purpose of which is to analyse the problems of contemporary informational society.



Changing user: political citizen

Room 243
13.30

The playing citizen - Play and cultural change in a global era    

Anne Kaun
Södertörn University
Media and Communication Studies, Baltic and East European Graduate School

Starting with Neil Postman’s dark vision of TV entertainment culture in Amusing Ourselves to Death (1985), Anikó Imre explores the notion of play and game as “tools in explaining cultural change” (2009). The notion of play allows her to capture the recent combination of “ludification” of post-communist consumer culture and the phenomenon of global media convergence. The paper employs her notion of play and explores its potential in the concrete Estonian context of cultural change and play culture at the intersection of post-communist past and globalization. Imre concentrates her analysis on media content and different mediated social movements, whereas the focus of this paper is on the audience side and its playful way of perceiving citizenship, belonging and public connection.

Empirically the paper draws on online diaries written by Estonian students from Tallinn, Tartu and Narva over a two month period, as well as 40 in-depth interviews conducted independently from the diaries. The empirical material reveals playful skills of the participants to bridge the gape between the unwillingness of labelling themselves as being seriously politically interested and the continuation of a public connectedness with a broader sphere beyond the private.                                                                                                                               


Governments in virtual worlds: Estonian and Swedish embassies in Second Life

Stina Bengtsson
PhD, Södertörn University
Centre for Baltic and East European Studies

Following the 2006-2007 media hype, in late May 2007 Sweden established an embassy in virtual world, Second Life. Although the Maldives managed to open something they called a virtual embassy in Second Life one week ahead of Sweden, Sweden has in many different situations praised itself to be the first nation establishing a (true) embassy in a massively multiple on-line virtual environment. Five months later, as the third nation in the world and directly addressing its Swedish counterpart, Estonia opened a virtual embassy in Second Life as well.

There are both similarities and differences when comparing the projects of the two nations. Public authority Swedish Institute (SI), with only loose connections to the Foreign Ministry of Sweden, manages the Swedish embassy. The task of the Swedish Institute is to market Sweden to people and institutions abroad. The Foreign Ministry of Estonia, on the other hand, manages the Estonian embassy. And while the accurate function of the Swedish Embassy in Second Life was to create an image of Sweden as a fresh and bold nation that goes against the stream. and thus the most important matter was what happened outside Second Life, in international news coverage of the virtual embassy, the Estonian embassy in Second Life had stronger ambitions to work with government issues within the virtual environment. Both embassy projects also put forward the internal learning processes of experimenting with new platforms and textual formats.

This presentation explores and compares the establishment and management of the two virtual embassies. Intentions of the two embassy projects, work processes, functions and environments, branding (including architecture and aesthetics) and activities and events in the virtual environments are analysed, as well as the relation with the ongoing media coverage and the in-world communities in Second Life.

Habermasian rational critical debate on-line: Transforming political culture. The case study of mailing list “For Honest Politics“, Latvia, 2007

Ingus Berzins
doctoral program student
 Communication studies department, Faculty of Social Sciences
Latvian University

Different recent researches about technology-driven transformation of democratic public sphere have shown different and sometimes even contradicting results trying to give a normative conclusion whether deliberative characteristics of communication on the Internet has encouraged the potential of democracy and civic participation in Habermasian public sphere, or – vice versa – the easily accessible platform of „all-to-all” conversation on some extent has led to fragmentation, anarchy and degradation of media as mobilizing agents for political participation.

If this rational critical debate has moved to easily accessible dynamic on-line environment, it transforms the model of orientations to political action – respectively, the political culture.

The particular case study researches the rational critical debate in the mailing list “For Honest Politics!”, which was created by several Latvian media representatives, business persons, intellectuals and oppositional politics aiming to coordinate the actions of civil engagement protesting against the government’s wish to sack the chief of anti-corruption office. The research focuses on the discourse analysis of texts posted by mailing list participants, later the results are correlated with interviews of participants and political communication experts about the off-line impact of this debate.


Digital art: experimental and creative

Room 243
16.30

Stepping towards the immaterial: Digital technology revolutionizing art

Christina Grammatikopoulou
Msc, Department of Art History of the University of Barcelona


More and more aspects of our lives nowadays are becoming „digitalized” and subsequently „immaterialized”: literature, music, art, things that used to have a physical presence and occupy space nowadays can fit into the few square millimetres of a hard disk or flow in the Internet. They can be multiplied intact, change place with one click, get converted through software or be forever erased without leaving a trace.

This communication seeks to analyze how digital technology has driven contemporary art towards Immateriality and how this immaterial art can be infinitely transformed by the artist and the public.
Bearing in mind Roland Barthes’ and George P. Landow’s analyses on literary theory as a counterpart, we will see how the flight into the immaterial has changed the traditional relationship among the artists and the public.

The quest for immateriality was one of the main interests of the artists during the second half of the 20th century; escaping the confines of matter and turning towards the world of Ideas – which Plato had cruelly ostracized them from – was a clear objective for the conceptual artists of the 1960s. For them, escaping matter meant denying form.

However, digital technology has allowed contemporary artists to savour the infinite space of the immaterial without negating image. Digital technology might imitate the form of reality, but in fact it is very different: behind the images, texts, videos that liven up in front of our eyes when looking at a screen, there is no light captured into film, no digits typed onto paper, but simply electrons -the slightest amount of matter, which cannot be perceived by the senses. A „digital” or „virtual” artwork doesn’t really exist; it’s just electrons on circuits, which – by means of multiple layers of sophisticated technology – get transformed into codes and subsequently into image onto our screen. When we turn off the screen, they return into nothingness – or their infinitesimal existence.

Theoretically, code is limitless; the only limits of the code is the imagination and the knowledge of the person that writes it. This is why more and more artists create the software necessary for their digital works. The „artist-programmer” is a figure that becomes increasingly common in the future, therefore we shall see some examples of this prototype.

On the other hand, the familiarization of a great part of the art public with digital technology has granted them with some of the rights of the artist: they can acquire a digital image or video, copy it or transform it with image and video editing software; sometimes the artist seeks their intervention - interactive art and Internet art calls for the participation of the public.

Following a phenomenological approach, we will see how this participation is experienced by the public, demonstrating our case with examples from contemporary art, such as the Internet Pavilion of the Venice Biennial, certain Virtual art spaces and Internet artworks.   
                                                                       

Creativity in surveillance environment: Jill Magid and the integrated circuit

Amy Christmas
PhD Student
York St John University
Faculty of Arts

This paper will look at the 2004 performance art piece ‘Evidence Locker’, and the accompanying text ‘One Cycle of Memory in the City of L’, by the American artist Jill Magid, in exploring the use of digital technology in contemporary art. Magid’s work looks at the world as governed by institutional systems, the binary roles of insider/outsider, and the languages of closed networks. In her own words, Magid explains: “to enter a system, I locate the loophole”. She has situated herself within various institutional matrices from the NYPD to the Dutch Secret Service, and her art subverts the expected roles and performances in order to enlighten her audiences to the inner workings of private and public networks. Her 2004 performance piece deals specifically with Citywatch, the surveillance branch of Merseyside Police and Liverpool City Council. Over the course of 31 days, Magid infiltrated their system, conducting interviews with employees in order to learn their procedures, deliberately making herself known to the city’s CCTV cameras, and following legal protocol to evade erasure from the video files and commit her recorded performance to the company’s evidence locker “forever” (e.g. in compliance with the Data Protection Act 1998, video footage requested as evidence must be held on file for a minimum of seven years before destruction). The subsequent exhibitions included two installations in visual media, and a published text based on official access request forms sent to Citywatch during the month-long performance.

I intend to explore the social commentary offered by Magid’s ‘Evidence Locker’, informed by the critical approaches of Donna Haraway’s ‘integrated circuit’ theory, and Martin Heidegger’s quest for objective truth. Haraway, in her essay ‘A Cyborg Manifesto’, speculates on the “informatics of domination” (1985:162), that is, the techno-social systems in place which subjugate, control, and segregate. Her “cyborg” is one who can transcend the boundaries enforced by society, moving fluidly through the systems, learning from them and gaining a deeper understanding of the human condition. Magid can be seen to assume the role of the cyborgian figure, using the digitised culture to her advantage, infiltrating the closed networks and moving through the matrix as a multi-lingual “reality pilot”. Alongside this analysis I will supplement my critique with the philosophical thought of Heidegger, in terms of his views on the acquisition of objective truth. In this respect, I will interpret Magid’s work from a Heideggerian perspective, exploring the ways in which the search for truth in the age of information is both assisted and hindered by the use of digital technology.

It is the aim of this paper to offer insight from the stance of art theory as to how digitalism is transforming, resituating, and reinscribing our cultural and social values. In a specific critique of Jill Magid’s performance piece, I intend to explore the use of digital technology as a medium which subverts prior conceptions of the subject/object dialectic, and blurs the line between the functional and the aesthetic.

Audience Interaction in the Cinema: An Evolving Experience

Chris Hales
Post-Doctoral Research Fellow in Interactive Film,
SMARTlab Digital Media Institute,
University of East London.

Interaction arrived in the cinema as recently as the 1960s, yet has never caught on with the public in the way that other special formats such as IMAX seem to have done. Indeed, despite the panoply of varied technology available nowadays, it is almost non-existent. There are numerous clear reasons for this, some economical and technical, but there has certainly not been enough experimentation with the creative possibilities that this format offers both to creators and their audiences. At the same time, in more recent years the cinematic experience has expanded beyond the four walls of a traditional cinema, onto our mobile phones, the internet, the walls of nightclubs (so-called ‘live cinema’) and elsewhere.

Interactive artwork installations in public spaces started to become prevalent in the 1980s, although the majority of these are suited only to small numbers of simultaneous visitors, very often only for one viewer at a time. Usually the content of these installations is dramatically different from that which is available in the cinema. Nevertheless, by taking into account observations of user interaction in these situations, and combining it with a creative approach that does not attempt to replicate the traditional fiction film, this field of practice can usefully inform the interactive cinema experience.

This paper expands upon some of the author’s findings from over a decade of work in the creation and public display of interactive films, as well as research into the historical development of such films. Initially, the author’s interactive film artworks were created for gallery display using a touch-screen installation, and audience reaction was studied using a predominantly qualitative approach, for example by visually noting the minutiae of user activity and (where appropriate) recording video sequences of this. These observations fed into a body of work in which interactive films are designed for a live performance to audiences in a theatrical environment, presented either solo, or with a colleague in a touring show entitled ‘Cause and Effect’. Observations of audience interaction from these group screenings will also be presented in order to highlight techniques and scenarios that have proven to be successful.

Delay and non-materiality in tele-communication art

Raivo Kelomees

Prof., PhD

Estonian Academy of Arts


Does a work of art necessar­ily have to be represented by a final object? Can the communication between users/view­ers be a separate object of art? Can the us­er’s communication via various networks, in discourse with other people or programmed environments, be comparable to the situation where the user communicates with a work of art in a museum or gallery?

We could create an imaginary axis of re­ception divisions, based on delay, where there are works of art on the one side (whose ‘transmission’ to the receiver has lasted for millennia), and artworks sent and re­ceived in real time on the other side. Although this kind of formulation points to the vocabulary of infor­mation theory, art in this presentation has not been dealt with in this way, though this viewpoint has been considered.


I will deal shortly with the subject of me­dia archaeology, which has attempted to dis­cover the technologies that have been used to forward messages throughout millennia.

The prime assignment of a media archae­ologist is to explore motives and patterns, which travel through time so they can emerge once again. The second assignment is to try to find unknown connections or principal differences between the past and present. Many examples of earlier art and cultural practice are considered, where it is apparent in what way picture technology ‘delivered’ far-away art, gave the viewer the ability of ‘television’ and provided ‘participation’ in distant reality.


The 1980s are important when it comes to formulating ideas and applications of tele-communicative art connected to technology. From that point forward, it was primarily technology that developed. Applications had al­ready been put into words, which were car­ried by phrases such as ‘Time and Space will constitute the ‘raw ma­terial for an ’artist of tomorrow; ‘as earlier marble, wood and metal were worked with, the current ‘immaterial­ity’ is worked with’; ‘the human being is increasingly moving towards the dematerialisation of his or her everyday experience’; ‘the contents of the exchange change from the mechanism of exchange itself’; ‘the specifi­city of communication art is about creating events instead of material objects’; ‘the crea­tion of a network of discrimination-free hu­man relations’; ‘telecommunication art de­picts itself as a culmination of the dematerialisation process of the object of art’ etc. All of this sets the coordinates of the attitude, which the developments of the 1990s rely on.



Cultural heritage: visuality

Room 186
12.00
  

Power, Interaction and Cultural Competence in Technologically-Mediated Interactive Art Exhibitions

Vuokko Harma
PhD student in department of sociology,  University of Sussex, United Kingdom

Computer-based interactive art exhibitions are offering new ways of experiencing the arts, particularly through notions of public engagement. It is often assumed that there is a 'correct' or 'fulfilling' way of experiencing such exhibitions, usually through some kind of performative action directed towards the exhibit and/or other visitors to the museum or gallery. In order to gain a 'fulfilled' experience the visitor's role has been transformed from passive observer to actively engaged participant, but in becoming part of the exhibition themselves, the visitor is objectified.

Visitors may have mixed feelings about this. On the one hand, such interactivity has the potential to create a truly deep and enduring experience: being a part of the artwork oneself. On the other hand, it can cause feelings of self-consciousness or shyness that distract the visitor or make it difficult for them to relax and enjoy looking around. Furthermore, gallery staff may decide that the visitor needs support and guidance, and approach them to explain how to interact with the exhibit 'correctly'. Thereafter the visitor is expected to interact not only with the artwork but also with the staff, in a real time, 'live', face to face social encounter. This in turn creates an asymmetrical power structure which increases the perceived pressure to experience the artwork in the 'correct' way.

I will report preliminary findings from an EPSRC-funded project being conducted in Brighton, UK, using ethnographic data from questionnaires, qualitative field-notes and observations of visitors' behaviour. This is intended to provide an insight into both the socio-material order of a gallery and the staff's intervention in gallery-goers visits. The findings will be analysed with reference to Bourdieu's concepts of cultural competence and habitus. For Bourdieu, cultural competence was essential for what he called the ';lovers of Art';: experiencing the arts was a coded process, in that people's understandings and interpretive meanings were dependent on their levels of social and cultural capital, which in turn reflected their competence in a specific context such as the art world.

However, I will view this from a broader perspective, arguing that insofar as the cultural competences required are perceptual and cognitive, those that the contemporary museum requires are also visible throughout our everyday lives. Thus although, there are no absolutely 'correct' ways of experiencing interactive artworks, it is nevertheless important to ask whether our skills and competences from everyday life are compatible with those required in the context of museums and galleries. Indeed, if the latter do not require distinct forms of knowledge and competence, then why create the pressure to acquire them?

"What’s on your mind?"   

Andrea Salinas
Doctoral Student in Communication and Journalism
Universidad Autónoma de Barcelona


What’s on your mind? As the welcome sentence on Facebook, this lecture is a presentation on the current role and potential of social networks on museums’ webs. They’re designing online another museum space, with its own characteristics and also enabling interaction between the user, visitor and this public space.

From a marketing point of view of the relational and communicational phenomenon and considering a few examples around the world, we’ll see how one lives with the art in the everyday life."


What do we know about on-line museums? A study on the current situation of virtual art museums

Anna Lorente Gall
PhD student
Telecom Bretagne - Universite Europeenne de Bretagne

The increasing investment in R&D concerning virtual museums (VM) in the last years attests a concrete interest of the cultural market to enlarge and promote the offer of innovative museum services founded on the Information and Communication Technologies (ICT). By invoking ICT in the very conception of museum services, we definitely affect the technological paradigm that underlies the cultural and/or patrimonial and/or educational intention of the museum. Indeed, by means of ICT, the museum material and role espouse new forms and functions insofar as not only objects but also representations of objects and even virtual creations can henceforth be considered as an exhibition material. Consequently, we observe that the massive diffusion and the domestication of new technologies lead to novel practices. These changes were so quick that the first notion of VM became rapidly uncertain by allowed superpositions, bridgings, hybridizations, mutations, associations, etc. of traditional museum practices.

In our paper we precisely try to contribute to a better understanding of the diversity and the evolution of the notion of VM. This last is tried through a critical overview of some current R&D trends of on-line museums. We are especially concerned by virtual art museums.

We studied a corpus of one hundred virtual art museums on the basis of recurrent classification principles (noticeably, the design, the type of information given, how this information is presented, some ergonomic aspects, the specific uses of ICT that enrich them with a real added value, etc.). We thus arrived to three basic categories of VM: real museums websites, thematic museums and conceptual museums, to which it is convenient to add the special (even if somehow rare) category of meta-museums. We try to characterize them precisely and we specify the innovative part of each type of museum. We then investigate their cultural potential, and discern interesting subcategories. We also naturally try to find some evidence concerning the relationships between these VM categories and subcategories. We then search to qualify the room left between these categories for further R&D and discover three secondary VM types: real branch museums, art reconstructions and Second Life museums. We try to unify these categories, prime and secondary, by virtue of some structuralism principles.

We notice that there is a major disproportion between the different categories of VM, which may be explained from the fact that VM were initially born as showcases of real museums (more than ¾ in our corpus). This influence has drastically limited the creation of other types of VM. In fact, real museums’ websites have 'imposed' a pre-established vision about the way the collections have to be exhibited and the information has to be presented. Moreover, they circumscribed the VM creativity in a somehow rigid economical model. Nevertheless, the idea of VM has since considerably evolved; not only because ICT evolve, but also because of a shift of the market, that gradually incorporates new cultural and social practices.

Re-creating 'natural' heritage. Landscape perception and outdoor tourism in the web 2.0

David Casado-Neira
Institution: University of Vigo (Spain)

This project sprouts with one initiative – in March 2009, an organized group of hikers were asked to take some pictures of the nicest, of the most unpleasant and of the most typical images during some outdoor walks in Galicia (northwest Spain). The aim of this project was to document how hikers perceive landscape in order to search the tourist possibilities of this region. Alain Roger (Court traité du paysage) says that the landscape is not neutral but a social construction, a way of viewing and experiencing a territory that acquires a sense to the person by using some socially given artistic patterns. For us the question was if the tourism promotion of the region was based on images and representations with sense, emotionally exciting for the visitors – some similarities but also divergences where found out.

This experience showed us that the way a territory is perceived and represented (landscape) by tourism promoters was not the same that the 'ones' given by the hikers. Hikers were paying attention to elements, in some cases, also used in tourism promotion and in local museums, but, in other cases, to new ones. Some months later we have used this initial experience to elaborate a plan of outdoor tourism promotion based on the web 2.0. Some contextualization is here needed: hiking in Galicia is characterized by three facts: (i) as popular outdoor activity is relatively new in Galicia due to the lack of walking tradition (or the rejection of this tradition till nowadays), (ii) the existing hiking routes have a shortage of maintenance and of information, (iii) visitors are often giving a different value to the territory (creating a landscape), and sometimes, contradictory to the value attributed by the tourism promoters.

The basic ideas are: (i) to move the information on the hiking routes to a web accessible to the general public, (ii) to turn the visitor into the main generator of representations of territory (from user/tourism consumer to creator) by sharing pics, avoiding institutional promotion and representations, (iii) to create a feedback service between users, inhabitants, and tourism promoters, redefining landscape. The tools used for those purposes are: Wikiloc, Panoramio and Wikipedia. Our goals are to contribute: (i) to build between visitors and tourism promoters a hiking culture and route net in Galicia, (ii) to redefine landscape to be attractive as outdoor tourist resource helping to the preservation of heritage (what elements of the 'natural' heritage-forests, historical roads and tracks, peasant architecture…) are in danger due the lack of perception of their value, (iii) to the creation of a tourism with low environmental impact, and (iv) to detect whatever may be newly considered heritage of interest and what elements of actual perception of landscape and heritage may be in risk of disappearance.



Digital art in teaching

Room 186
14.30                                     

Robot: Ritual Oracle and Fetish

Thomas Riccio
Professor
StoryLAB, Arts and Humanities, Hanson Robotics
University of Texas at Dallas

With the ever unfolding and amazing propagation of technology, human beings are provoked and convinced of technology’s magic-like abilities. Laptops serve as animistic power fetishes and latter-day Ouija boards. Cell phones are talismanic communicators with the power to capture and hold time, space, and images with enough mojo to interact with an unseen world and others. The web is a mana machine, an ethereal pathway to other times and places, a portal to an intangible spirit world that portends a collective oneness. Synthetic chemicals, drugs, and medical devices are our latter-day herbs, potions, and juju formerly served up by a shaman. Talk and acceptance of the invisible to the unaided eye, sprite-like DNA and nano are commonplace. Biotech and advanced warfare has bequeathed god-like powers onto humans. We are surrounded by the digital spirits that fill the airwaves and conjure and shape, like a séance, our daily lives into existence. Nothing is beyond the bounds of possibility. The technological promise land is within our reach and it is a dazzling place of perfectibility and hope that routinely makes commonplace fantastic offerings of the once unimaginable. We humans no longer live with technology. Like the gods and forces of old, humans now live within the system of technology. The mythic, ritual and religious patterns of former human eras are over but the persistent biological longing for salvation and fear of death has only taken another form—techno-salvationism is the force of our era.

The future, once the domain of prophets, oracles, and visionaries, is ever more tangible, and as every culture yearns for fulcrum of expression, so are we. AI driven conversational robots are made in the image of humans; robots are the vector creatures of the future-present. These robots, now in prototype, are positioned to provide the pathway between technology and humanity, a reflexive, ritual-religious unitary expression on which we inscribe the fears and hopes of our evolution.

Robots, long a figment of fiction and imagination are becoming a new species, now tangibly gestating, begot of human effort, will and need. Conversational, interactive robots, with flesh-like skin, human facial expressions, vision tracking, vocal recognition, synthesis, and speech, upgradeable software, animations, sensors, databases and personalities are set to evolve beyond the sum of their parts. Conversational, human-like robots crisscross psychological, ethical, and philosophical boundaries and soon questions of responsibility, relationship and sentience will be upon us—is a robot a mere expression, container, and medium of humanity? When AI pushes a robot beyond its input, what does it become? No longer relegated to machine other, they are becoming more human-like with recognizable actions and characteristics evoking emotion and reaction. They are us and like us, potentially über-human, but always a link bespeaking both technology and humanity. Humans have long talked to, sacrificed and died for the figures of gods, spirits and ancestors that were avatars of larger, unseen and potent worlds, myths, and belief systems. Such fetishes have, since the beginning of our species, efficiently held and coded human longing, fear, and desire. Humanity has dreamed this robot moment into existence. Having long lived with technology, it now has a voice and is talking back.                                                                                      


Digital art and children's formal and informal practices: Exploring curiosities and challenging assumptions

Steven Naylor
Manchester Metropolitan University

This paper explores art education with children of secondary school age in the UK, where digital technologies are being increasingly used by students to make artefacts. It addresses the following questions:
1. Is formal art education premised upon assumptions about what art should be and the sorts of processes that should be involved in learning to make art ?
2. What are the artistic practices that children and teachers are engaging in with digital technology both in and out of school?
3. Does engagement with digital technology in making art offer a kind of bridge between formal and informal practices of making ?

In exploring these questions the paper draws on literature from the fields of art education, art history, from literature relating to innovation in education, and from research into formal and informal learning with digital technologies. The study, based in a local school, involved observations of children's digital making processes, both in curriculum art projects and in time outside of taught sessions, joint planning of intervention activities that would allow us to gain insights into the making processes that children used, reflective interviews with teachers and students, and collections of children's artwork both digital and non-digital.
Early findings have led to some unexpected and surprising results and assumptions about children as makers of digital art were very much challenged. The tensions that could have been assumed to exist between school art and informal art, although present, did not necessarily manifest themselves in the way that might have been expected. The key difference  between children and teachers was not related primarily to differences in expertise, as much of the literature on digital childhoods might imply, but to children and teachers having different understandings of the process of making art. For example, children's art would often begin with a process of imitating the sorts of imagery, and its associated techniques, that they admired and was available to them in online spaces. School art, on the other hand, would often begin with gathering ideas from 'primary' sources, which would develop into individual artworks. Children would often begin making by disrupting the sorts of methods of use that are built into certain types of digital tools, leading to some curious activity which highlighted the limits of the tools that schools assume that children will have an affinity for. Digital tools in the school art department, I suggest, highlight a boundary area between formal and informal practices that might already have existed. If digital technologies allow the seepage of one into the other, it challenges many old and new ideas that are held about children and teachers as makers of artefacts.
               
                                        


Locative Media and Augmented Reality. Bridges and Borders between Real and Virtual Spaces

Marisa Gómez Martínez
Research Fellow
University of Barcelona

The cultural panorama of last decades has been marked by an increasing development of digital technologies of information and communication, which are radically changing our models of sociability, production, learning or even our relation to space and time. In this area, authors like David Harvey, Manuel Castells or Paul Virilio, have spoken about the compression of space-time, acceleration, ubiquity or deterritorialization, especially in relation to the appearance of a virtual space of communication, the Cyberspace.

By means of the creative use of the same digital technologies, the artistic practices, not alien to this transformation, have turned into an important way of reflection and experimentation of these ICT effects into social practices and the collective imagery. Thus, in the specific case of space-time transformations, the artistic practices are using technology to explore the limits of these concepts and to generate experiences that give rise to new ways of understanding the borders between real and virtual spaces.

This communication intends to analyse these new relations of space-time through some of the latest artistic means that use digital technology, such as Locative Media and Augmented Reality. Locative Media are those artistic practices that use location systems such as Bluetooth, GPS or satellite to generate new participative cartographies. The Augmented Reality is a system that projects 3D information over physical reality. Both systems are able to add virtual information to the physical space in real time, generating what has been called 'Augmented Space' (Lev Monovich) or 'Informational Space'; (Andre Lemos).

So, the aim of this proposal is to study some particular examples of this kind of artistic practices, such as the PDPal Project, PacMahattan, Bio Mapping, or the works of the collective, The Einstein's Brain Project, among others, in order to show how they generate ubiquitous practices, not in two different physical spaces, but between the physical space and the virtual one.

Using the same examples, we will see how tracing a clear distinction between these two types of space becomes increasingly difficult. Unlike the Virtual Reality artistic practices, where the virtual space was overlapping and replacing the real one, here arises what we might call Hyperspace: a complex space that includes the physical one, the Cyberspace, the informational space and all the experiences, imaginaries and emotions related to them. Thus, artistic practices as a reflection tool will help us to define a new context of space-time experimentation that gives rise to new senses for notions, such as ubiquity, deterritorialization and telepresence. In other words, this phenomenological perspective based on the experience that the artistic practices make possible, will allow us to re-define these key concepts of the digital culture from a critical point of view.

Is digital enhancing cultural experience?

Room 186
16.30

Between Technology and Teleology: Can Digital Age Embrace Analog Experience of Culture?

Farouk Seif
Professor Emeritus
Center for Creative Change, Antioch University Seattle, Washington, USA

Cultures stand at a critical junction in history. Modern society confronts the burden of gifts and curses of digital technology where the lines between real relations and virtual relations become blurred, and interconnections between cultural objects and their respective signs become trivialized. Digital technology affects our entire cultural practices exemplified in global exchanges of information, freedom of expression, and the unprecedented sphere of choices. Although digitization is an advantageous technological achievement of speed and accuracy, it impoverishes the role of the analog mode in experiencing the undifferentiated cultural reality. The real world seems to be replaced by images that make themselves the epitome of reality, where technology is viewed as a factitious god, making its own rules and aims at nothing but itself. The mass rush to digitization comes with an imaginative result, but with a high price. Although the nature of life favors optimization over maximization, effectiveness rather than efficiency, digitization continues to be our path to efficient maximization. And because of our habit of comfort, it is impossible for our technologically advanced society to resurrect the good old days. The debate among proponents and opponents of digital technology and its roles in the transformation of culture seems to lead to confusion and frustration. Several questions are raised to organize this debate and to seek more sensibility and understanding: In what way does digital age endanger cultural reality? How can the information age help to preserve the identity of cultures in our ever-changing and homogenizing digital world? How do we capitalize on the power of virtual reality to maintain cultural memory? What fundamentally different ways of thinking and interacting with digital information enable us to transform and sustain cultures? What roles does digital communication play in moving beyond the pseudo-social life to authentic cultural practices?

This paper introduces a different theoretical framework by juxtaposing the competing yet mutually reinforcing role of technology and the idea of teleology. The theoretical framework draws from philosophy (e.g. Jean Baudrillard, Jean Gebser), semiotics (e.g. Charles S. Peirce, Yuri M. Lotman) and contemporary systems thinking (e.g. Ervin Laszlo, Humberto Maturana); and is substantiated by historical events and traditional cultural practices. Based on this framework, and by reframing the challenge at hand, the paper calls for a design approach, engaging producers and users in a co-creating process that seeks a purposeful integration of humans and machines, and leads to new forms of cultural semiosphere.

A conclusion is reached calling for an eco-humanistic understanding of cultural transformation, and suggests that: 1) digital technology is best viewed as a means to an end, where the means and the end reciprocate purposefully in an integrative circularity; and 2) persevering and feeling comfortable with the paradoxical and tensional relationship between techne and teleos can bring forward a sustainable and desirable future that transcend virtual reality into an authentic and enhanced cultural reality. This is what our digital age needs for cultural transformation.

Designing Knowledge and Memory   

Rolfe Bart
Research Assistant, PhD Candidate
Berlin University of the Arts

Design has it hard these days. In the division of labour, it is still not quite placed in front because its mission is often just to visualize. Thinking is done by others, or so it seems. Bringing out form and visibility, turns out to be not that easy. The process of designing and shaping proves to be highly complex since designers are determined to develop innovative drafts out of a con¬text of numerous and often contradictory premises.

Designers face this complexity the following way:  They approach the nature of the task (problem) by designing and the collecting of solutions. At the same time, designers tend to balance their interpretation of the problem with their own solutions. 'The development of the problem and its solution go hand-in-hand', is how design theorist Nigel Cross describes this connection, which he calls the 'problem setting'. Alternately, the designer defines the fo¬cus of his work and its context.

This process has consequences. Designing and shaping change cultural memory. In the course of its interpretive and shaping way of operating, design constantly adds (Setzung) to the culture programme. According to Cross, designers not just design shapes or visual interpretations in the context of cultural prerequisite connections (Voraussetzung); they also continually develop new perspectives of cultural conditions. Thereupon, designers are partly responsible for a process that can be named cultural metabolism, which means the active change of cultural memory.

Therefore, design affects cultural-scientific research in two ways: On the one hand, it marks the functional part of culture, which appears to be partly responsible for the establishment of formal-aesthetic links and which has hardly been grasped scientifically in its unity. On the other hand, it has an eminent influence on the cultural memory which has rarely been paid attention to in a scientific way in connection with the designing process.

Up to now being forced to decide between the exegesis of design-developed artefacts and the reflection of the process of designing, design research is increasingly challenged to grasp designing processes in their cultural dependencies. Referring to cultural prerequisite connections, the design-creating process links the appearance of cultural artefacts with the memory of the culture. With their work, designers not just transport the knowledge of culture and society. Following their designing ethics intrinsically, they change the cultural prerequisite connections and, by means of ever new sets, act as agents of culture.


INTERMODULACTIVARITY, The shape of the book to come

Geoffrey Brusatto
Graphic designer
University College of PHL - Arts and Architecture
Architecture, Art and Design Research Institute - ArcK

As a medium, the book in paper has long been the most significant information vehicle. In the present society, which to a large extent is dominated by other, digital media, the book has lost a great deal of its status.

On the one hand, this is due to the ever increasing digitalization of information, but on the other hand also because of the way we - readers - handle information differently. The new(er) media and electronic text that dominate large portions of our daily life, have led us to handle information in a non-linear manner. By ourselves, we copy-paste, "sample" and determine when to consult which specific information. The role of the user himself becomes increasingly important, he/she wants to interact with, and to a certain extent aid in the creation of, the information he/she reads or processes. He/she is therefore not merely a producer or a consumer, but a prosumer, an identity in which terms such as modularity and interactivity are essential.

Since its creation, the book has undergone few fundamental changes in form. The recent history of the 'artist book' reveals structurally interesting results, however those are usually limited to one-off versions in which production had not or only partially been taken into account. Although the book today still has unique characteristics which are untranslatable to the modern digital media, for several reasons the book in paper no longer fulfils a modern user's needs. Every adaptation in form the book has undergone, from papyrus role to the current codex form, presented a specific solution to a problem which presented itself at the time.

This lecture discusses that evolution, which shows that the language and the processing of information in the new media can be translated to the existing physical structure of the book, as a tangible object as well as an information vehicle. Because of the continuously increasing data flow, the present dynamic and multi-layered digital graphic language, that finds its origins in the 1980s, is forced to assume a more structured and functional form. Based on recent editions I attempt to demonstrate that the dynamic action-oriented handling of new media can be translated into book design too. Using a variety of kinds and sizes of paper, different reading directions, book is capable of obtaining a descriptive as well as a performative function. The book's spread and the underlying layers provide a framework which, much as do displays, offers the possibility to design new navigational methods and structures. This new approach to production processes and basic techniques allows designers to restructure the book both visually and tangibly, allowing readers to be able to use a more interactive, modular and therefore dynamic book-object.



 Making archival information and collections available – is it only a matter of technology?

Piret Noorhani
Tartu College, Estonian Studies Centre, Toronto, Head Archivist
Estonian Literary Museum, researcher

It has repeatedly been stated that it is difficult to get an overview of the Baltic diaspora’s cultural heritage, as the archival collections and the information relating to them are so scattered.  At the end of World War II, 200,000 nationals of the three Baltic countries (including 70,000–90,000 Estonians) fled the Soviet occupation and left their homelands. When earlier emigration is taken into account, it is clear that all three Baltic countries have notable diasporic communities. Their decades-long cultural engagement has produced voluminous collections of archival records.
 
The historic shift in the late 1980s and early 1990s was accompanied by a technological one. At the same time as the Baltic states regained their independency, the world was going digital. The Internet with all its possibilities of virtual communication and networking has helped revive scattered communities around the globe. People’s thinking regarding where and how the cultural heritage of the Baltic diaspora should be preserved and made accessible has also changed. The general mindset in the Baltic states’ memory institutions around the turn of the millennium was one where the archive materials of the diaspora communities should be brought back to the historic homelands of the peoples in question. Today, it is regarded obvious that archive materials also can be held in the countries where the Baltic diasporic communities settled, provided that there are guarantees for their proper preservation and accessibility. The standpoint that (the Baltic diaspora’s) archival information ought to be widely accessible is not only influenced by the political process of democratisation, but also by the expectations that have arisen within the public due to the new technological possibilities at hand.
The multilingual electronic gateway www.balther.net was launched in 2007 to gather information on the archival collections and cultural heritage of the Baltic diaspora. The aim is to secure access to these materials, to value the cultural legacy of the Baltic diaspora and to promote the study and preservation of this heritage. The portal contains advice and instructions on organizing and preserving cultural heritage; information on the memory institutions engaged in the collection, preservation, and research of the cultural heritage of the Baltic diaspora; databases, portals, electronic publications, bibliographies, electronic exhibitions; news on events, grants, trainings, job offers, events; gallery, news archives and a forum.

The presentation will focus on the following themes relating to the development of the portal:
  • making archival information and collections available – is it only a matter of technology?
  • the expectations and contributions of the use;
  • the challenge of networking (state institutions, NGOs, professionals and specialists, community members and their different generations, over 10 countries involved).




Latest news 16. April - Conference eBook is ready The eBook Transforming Culture in the Digital Age is ready!

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