Bridging the Green Datascape: Data Scraping for Sustainability Purposes digital
The abundance of provision of environmental data and their diffusion on the Internet through idiosyncratic methods without unified standards for disclosure, has brought about a situation in which data is available but difficult to aggregate, synthesize and interpret. This article explores the roots and implications of practices of “scraping”, i.e. automatic unauthorized collection of data published on the web, enacted by public and private subjects for the purposes of sustainability...
Introduction. Communicating the Environment in an Age of Uncertainty digital
Il tecno-dragone. L’immaginario tecnologico cinese ieri, oggi e domani
La Cina ha acquisito negli ultimi decenni una centralità crescente sul piano economico prima, e su quello scientifico-tecnologico poi.
Raccordare mondi possibili. Transmedialità, videogioco e problemi di canone - Linking possible universes. Transmediality, videogame and the canon issues digital
The notion of “canon” within transmedial universes has a problematic nature, which is reflected in the literature about fandom. The imprecision is due in no small part to the lack of a model regarding its workings and nature. To this end, we propose a model based on the spatialization of the structure of transmedia universes in term of centre/periphery relationship, and discuss the canon as one of the modalities to arrange this relationship. The paper illustrates the concept with some examples in universes which feature video-ludic elements at their centers. The analysis allows the emergence of key differences between universes with “ludic” centres with respect to universes with other kinds of centres: namely, that universes with games at their centres feature less stabilized models of canonization and feature peculiar canonizations such as “non-narrative canonization” which is largely based upon the affordances of video-ludic texts.
Bit di Rumore Bianco: metafonia e Internet digital
RÉSUMÉ A partir d’une illustration de la façon dont le spiritisme a représenté pour la modernité, un espace de négociation entre la pensée scientifique, la pensée magique et la religion, l’article explore une variante particulière de spiritualisme, l’ITC (c’est à dire la forme de spiritisme qui prévoit une médiation technologique dans la communication avec les morts), et plus particulièrement l’un de ses sous-disciplines (l’EVP, ou l’enregistrement de ce qu’on appelle «la voix des morts»). L’analyse de la textualité produite par la sous-culture secondaire composé de professionnels italiens de la discipline montre un processus de «modernisation» de la pensée magique qui non seulement intègre la technologie, mais en fait le lieu et l’instrument d'une pratique magique-rituelle qui, en Italie, souvent est chargée d’une forte signification religieuse. En outre, l’analyse montre comment les nouveaux médias ont fini par être considérés comme la plate-forme principale du nouveau spiritisme (qui va des revendications de légitimité scientifique aux dimensions mystiques et participatives de la pensée magique) pour le développement théorique, la circulation des connaissances, les loisirs des expériences magiques (écouter «la voix des morts») et les processus de maintenance de la communauté. SUMMARY Starting with an illustration on how spiritualism has represented for modernity, an area of negotiation between scientific thinking, magical thinking and religion, the essay explores a particular variation of spiritualism, the ITC (i.e. the form of spiritualism which provides a technological mediation in the communication with the dead), and more specifically one of its sub-disciplines (the EVP, or registration of so-called «voices of the dead»). The analysis of secondary texts produced by a subculture made up of Italian practitioners of the discipline shows a process of de «modernization» of the magical thinking that incorporates not only technology, but makes of it a place and instrument of a magic-ritual practice, in Italy, often charged with a strong religious significance. Moreover, the analysis illustrates how new media have become the main platform of the new spiritualism (which ranges from claims of scientific legitimacy and mystical and participatory dimensions of the magical thinking) for the theoretical development, the circulation of knowledge, the recreation of the magical experiences (listening to «voices of the dead») and maintenance processes of the community.
"Chinatown today". Schizofrenia nell'editoria multiculturale italiana
La rivolta della comunità cinese in via Paolo Sarpi a Milano il 12 aprile 2007 ha prodotto una frattura sociale tale da suscitare un interessamento sia dei media tradizionali, voci istituzionali, sia dei media minori, locali e diasporici.
Questioni di canone. Strategie di raccordo tra audiovisivi e videogiochi nella produzione di mondi possibili transmediali digital
Inside the complex scenarios open to a convergence, the essay proposes the focalization on a specific sphere: the building of transmedial possible worlds. It focuses particularly on the different connection strategies between videogames and audiovisuals created by the production. Within its limits, the intervention investigates the evolution of the franchising companies having as their main product the audiovisual text: that is to say, from movies and films for TV to videogames. To this purpose, the concept of ‘standardization’ is introduced as a key to the interpretation of the different connection strategies. With ‘standardization’ we mean the ‘official’ inclusion modalities of text elements (events, places, characters) in a ‘decorated world’ of reference. Therefore, three main different forms of standardization are historically recognized. The first one, prevailing in the long run, is the one of the non-complexity of standardization, in which the relationship between audiovisual and videogame turns out as being mono-directional (from the first to the second, without any possibility to go back): the videogame is not called to be a part of the possible world of narration. The second one, which lets us come closer to nowadays sceneries, is the one of total standardization (experimented by Matrix universe), in which both movies and videogames contribute to the decoration of a possible world. In this way, the question will be that of definition of possible ‘centers’ and ‘outskirts’. In this way, some media will host places, characters and main events (in the analyzed evolution line, the audiovisuals), while others will host accessories, for the deepening or embellishment (in the evolution line, the videogames). Finally, through the analysis of the relation between the videogame Lost: Via Domus and the television series Lost of which it is licensee, there seems to be a third possibility: the dynamic standardization, in which the status of standardization can be strategically conferrable to the standardizing authority, reversibly over time. This cannot be done with whole texts, but with specific elements of possible worlds, staged by each one of them (or better by the peripheral ones).
La Dtt in rete digital
The essay analyzes the forms and evolution of Dtt in space and network, through an extensive monitoring which takes into consideration: institutional sites(from Fondazione Bordoni to DGTVi , to websites managed by the main domestic broadcasters); reliable sources of information (from on-line versions of the main Italian newspapers to web magazines such as «Punto Informatico»), until what the author defines as the «large group of non-official information sources»: portals, sites, blogs, often born with speculative aims, to gather advertising and data, working as sounding board for opinions given by the ‘official’ site and are also an indicator of the changes in the elaboration of Dtt ‘mythology’. The analysis is developed diachronically, highlighting, in the same way as in press communication, both the incoherence of Dtt discourse, and the difficulty of putting the user and its needs at the centre of it. The elaboration of the discourse mainly highlights three steps: an initial mythology building-phase, dominated by the institutional source which between 2000 and 2004 organized an advertising campaign to promote Dtt; a conflict phase, starting at the end of 2004 and continuing for the two following years, with the information sites sharply criticizing Dtt mythology drawing on technical, cultural and social arguments; and a later phase, characterized by a progressive emptying of the sites and by the ending of the internet debate, but which does not put an end to the Dtt event, still waiting to be investigated in its manifold and controversial implications.
Sull’eterna discontinuità: ipotesi per una socio-semiotica della comunicazione esterna digital
In this essay we attempt a transversal investigation of some broad hypotheses for a socio-semiotic framing of the sign of outdoor communication. We try to demonstrate (using, among other tools, the dissonance theory paradigm) the ineludible condition of discontinuity of this sign, which forces it into a conflictual relationship with the surcodings affecting social and private spaces. Finally, we briefly examine two examples of surcodings designed to protect discontinuity itself: a sedimental one (London’s Piccadilly Circus) and a preventive one (Amsterdam’s Sandberg Institute).
COMUNICAZIONI SOCIALI - 2020 - 3. Saving the Planet Bit by Bit: Environmental Communication in the Digital Age digital
Terzo fascicolo del 2020
25.05.2023La nuova normalità delle famiglie dopo la pandemia
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16.05.2023Psicologia dell'adozione e dell'affido familiare
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- Cultura e storia
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