

All talks are free and open to the public: organisers welcome dance artists, learners, artists with a site-specific practice and invite all those who are interested in these ideas to join the initiatives and add to the conversation.
The Preservation and Archiving Special Interest Group (PASIG) is dedicated to advancing the practice of digital preservation and archiving. It brings together practitioners, industry experts and researchers to share experience in a vendor-neutral forum on how to put preservation and archiving into practice, including:
The community is above all focused on the practical aspects of digital preservation; while it discusses standards, it is not a standards-setting organization. Theory, research and policy discussions are also relevant, to the degree that they have a direct and tangible impact on current digital preservation practice. The PASIG Forum is a place to share practical experiences, successes, pain points, and, increasingly, a forum for fostering coordination and collaboration to enable the most effective use of our resources. To cross-pollinate global ideas and practice, PASIG events typically alternate between eastern and western hemispheres and are held roughly every 9-12 months at volunteer host institutions. The 2019 edition of the PASIG Forum will be held in Mexico City on 12-14 February 2019. Registration is now open! Program: http://pasig2019.colmex.mx/program/
QueerTech.io 2019 is an annual URL+IRL exhibition of online digital media artworks by queer identifying artists from around the globe, presented by Midsumma Festival and QueerTech.io. This year QueerTech.io are introducing modest artist honorarium for selected works. The work will be shown online and in physical locations (tbc) as part of the Midsumma Festival in Melbourne from 18 January 2019.
The call for works will close Sunday 25 November. If your work is selected, it will be embedded in the QueerTech.io website as part of the online (URL) exhibition.
We are particularly interested in interactive online works and games but also include video art and screen based works. The website is the main game – we are super interested in interactive internet art projects, games and whatever you got. #NSFW is ok but might not get shown in some public contexts.
More info and application: http://queertech.io/2019-cfw/
The meeting, held last 29th October at the University of Alicante, represented a good occasion for All those involved in the promotion an preservation of Cultural Heritage in order to introduce the projects they are currently carry on and debate on theoretical and practical aspects for promoting collaborative forms which help to “Build History”.
On this regard, Dr Maurizio Toscano, from the University of Granada, task leader of the Rural Heritage Pilot of REACH project, gave his contribute to the dialogue with a speech on “Participatory approaches and engagement strategies in Digital History projects“.
The workshop was organised in the framework of the “Guerra e Historia Pùblica” (GeHP, War and Public History), an interdisciplinary project which aims to set up a digital platform for sharing knowledge about the Independent War of the Community of Valencia (1808-1814) among citizen and in this way,educate to peace values and promote a sensible and engaged tourism.
The use of this smart platform will allow researches, teachers, tourism agents etc…to export data and re-use them for their purposes.
Last week, the Editorial of the University of Granada (UGR) and Downhill Publishing have published a book about Digital Humanities, titled “Ciencias Sociales y Humanidades Digitales Aplicadas.Casos de estudio y perspectivas críticas”.(Social Sciences and Digital Humanities Applied. Case studies and critical perspectives.)
The work is composed of twenty-five chapters, each one focus on a specific theme, but all facing a common topic: the digitization as background or digital methodologies as a form. A set of approaches that, through digitization, become a source of inspiration to develop new analyses, helping in this way, to better understand the world in which we live. Chapters address a wide range of current issues such as feminism, sexuality, social control, geopolitical problems, new rights and digital threats, economy, tourism, education in multiple forms, museums, archives, digitization projects, studies literary, art.
In this framework, Dr Maurizio Toscano, from the University of Granada, task leader for the REACH project Rural Heritage Pilot, gives his contribute by signing a chapter which aims to affirm the importance to pass from a methodology of Local data collection, currently used to store the raw data collected during the research activities to Open Data Platforms.
The first is accessible by a closed number of research groups and this considerably reduce its usefulness as source of knowledge for the community. On the contrary, the storage of datasets on an online Platform would encourage the cooperation and interaction between a wide range of users, by sharing contents, best practices, and results reached during the research activity in the field of Cultural Heritage.
In order to demonstrate the huge benefit the use of this tools would bring to the entire scientific community, the author presents three case studies, which have been recently developed as results of collaboration between university research groups in the humanities.
The core of the paper is the discussion, “where we analyse the lessons learnt from applying this approach, highlighting its benefits and the intrinsic issues of the process”.
The full bibliographical cite is:
Toscano, M. (2018). Where the researcher cannot get: open platorms to collaborate with citizens on cultural heritage research data. En E. Romero Frías y L. Bocanegra Barbec(Eds.),
Ciencias Sociales y Humanidades Digitales Aplicadas (pp. 538-561). Granada, España: Universidad de Granada [ISBN: 978-84-338-6318-8]. New York, USA: Downhill Publishing [ISBN:978-0-9897361-7-6].
The book, available in Open Access, can be downloaded at http://editorial.ugr.es/pages/publicacionesenabierto
The DOI, available on Zenodo, is https://doi.org/10.5281/zenodo.1469337
Magmart | video under volcano is an international videoart festival, which over the years has seen the participation of more than 1400 artists from +80 different countries, with thousand submitted videos.
The Festival is open to all international videoartists. Partecipation is free.
Between all submitted videos, will be done a final selection based on vote of an international Jury composed by experts.
Any author can participate with max 5 videos.
Deadline: Will be accepted only the videos received within midnight of April, 07 2019.
https://www.magmart.it/rules.php
“Decoding Kashgar: A Digital Design Approach to Steer and Diversify Creative Engagement in Digital Heritage.” is the title of a PhD thesis by Serdar Aydin at the Victoria University of Wellington.
Digital tools have become critical instruments in preserving and communicating the value of heritage as important cultural expressions of the past. A consequence of digitalisation is the democratisation of heritage institutions, such as museums, which are found to value increasingly new types of content and new profiles of audiences. Digitisation plays a vital role in the alteration of the convictions of the heritage field to ‘materiality’ and ‘actuality.’ Although researchers acknowledge the significance of digital heritage in leading us into new ways of expressing ‘authenticity’ and ‘virtuality,’ studies have been confined to heritage activities comprised of digital documentation, representation and dissemination. Previous studies have reported on the role of public engagement in digital heritage which is criticised as consumptive, passive, guided and descriptive. Instead, the motivation of this research is to explore a new role that is ‘generative,’ ‘active’ and ‘creative’ for the production of heritage knowledge.
This dissertation demonstrates an innovative digital design approach to creative and participatory content-making in digital heritage. The research investigated the use of creative content generated collaboratively for knowledge production and acquisition in architectural heritage and tested in Kashgar, the westernmost city in China. The research conceives an interdisciplinary methodology, integrating design with the standard activities involved in digital heritage. The research examines the role of creative engagement for constructing digital heritage: creative engagement in a hybrid immersive virtual reality environment is experimented with and findings are analysed qualitatively. Then, to measure the outcome of creative engagement quantitatively, a well-known technique in data mining is used to expose undisclosed patterns. It is the first time in digital heritage that a study employs association rule mining to interpret user-generated content. The qualitative findings of two initial experiments are synthesised with quantitative results of the third experiment to investigate how the creative contribution of people in content-making is generalizable.
Summary: http://www.themuseumofgamers.org/archive/2018/10/23/thesis-summary
Free access to the thesis: http://researcharchive.vuw.ac.nz/handle/10063/7083
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