theory – Estereotips http://estereotips.net arts | science | technology | videogames Thu, 07 Sep 2017 09:05:57 +0000 en-US hourly 1 https://wordpress.org/?v=4.8.9 Para una sociología de los videojuegos http://estereotips.net/para-una-sociologia-de-los-videojuegos/ http://estereotips.net/para-una-sociologia-de-los-videojuegos/#respond Wed, 08 Mar 2017 14:30:35 +0000 http://estereotips.net/?p=4010 Esta es la conferencia que he dictado en la facultad de Ciencias Humanas de la Universidad Nacional de Colombia, el día 7 de marzo de 2017.

El título completo es: Para una sociología de los videojuegos: una práctica de estudio de los juegos digitales entre sociología digital e arte electrónico.

 

RESUMEN

La industria cultural de los videojuegos es una de las que más ha crecido en los últimos 20 años llegando a primar en este sector en términos de venta y consumo. En el ámbito tecno cultural se presentan como el medio electrónico paradigmático de nuestra contemporaneidad por su capacidad de aunar diferentes disciplinas y a la vez ser un fenómeno donde se producen y representan las transformaciones que se están dando dentro del marco de la sociedad de la información. Desde la sociología podemos, no solo leer los videojuegos como un espejo de la sociedad, sino que tenemos que analizar las formas en que estos contribuyen a los procesos de socialización y a los modelos de comunicación. Por esta razón entendemos que el videojuego debe ser considerado como un importante objeto de las ciencias sociales, tanto en su conjunto de fenómeno, como una herramienta de investigación. En esta conferencia se presentan algunos casos de estudio de una práctica de investigación dentro y fuera de la academia, entre la sociología y el arte electrónico que presenta el videojuego bajo esta hipótesis de análisis e investigación.

 

PRESENTACIÓN

VIDEO DE LA CONFERENCIA

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Code, Cartography and Relational Learning http://estereotips.net/code-cartography-and-relational-learning/ http://estereotips.net/code-cartography-and-relational-learning/#respond Tue, 06 Sep 2011 00:03:18 +0000 http://estereotips.net/?p=1927  
This is a lecture presented at ISEA2011, Istanbul.
 
Can “softwarization” of media process currently underway define a new method of education?
In the encounter between dataflow, live coding and cartography will high light the emergence of a new approach in learning digital art. The need to manage this wealth of information in always more effective ways have determined the centrality of software in the cultural domain by creating a de facto “data hyper democracy” in which the media disappears and everything is translated into code.Among the necessary conditions that have made that possible free software, also knows as FLOSS, is one of this.
FLOSS has first made evident the cultural and ethical inherent in the production of software, making of it a political campaign and generating the technical and political context in which different artists, researchers, hackers were able to freely experiment with different degrees of manipulation of digital data. During this experimental season have been developed educational methods (and only after production methods) that have the ability to maintain different levels of abstraction simultaneously: graphical programming languages based on dataflow paradigm. This approach allows developer to draw the software and then transform the conceptual diagram in code that, in the form of visual blocks are connected to each other through a relational logic. The logic diagram that follows does not distinguish between the physical world and data information and it seems to organize the incoming and outgoing information and process similar to what a mind map does.
It is precisely in the approach to a relational mapping method, where the concepts and actions are correlated with each other in a visual way, just by giving priority to the relations between actors, it’s possible to get good results both in terms of accessibility of computer science as of learning skills. Learning skills related to the possibility, entirely contemporary, to better understand the socio/technological process behind the technology it self. If today digital knowledge is considered of strategic importance for advanced industrial cultures, it may not be considered just as the ability to handle procedures of a given computer program. It should be considered as a process of understanding what goes on behind a computer.

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