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Finding meaning in the masses : issues of taste, identity and sociability in digitalityAvdeeff, Melissa Kay January 2011 (has links)
This thesis focuses on the development of sociability within digitality, through an examination of three primary relationships: people and music, people and the Web 2.0 and people and each other. Mobile digital devices, such as the iPod, represent the convergence of musical taste and the internet. Both are inherently social, and, while critics have accused mobile digital devices as being socially isolating, the youth in this study have demonstrated an environment in which this technology is used as a means of communication. For these digital youth, such technologies are seen as a gateway to communication and the sharing of experiences. Having grown up fully immersed in digitality, these youth are negotiating new relationships with technology and each other, through the perceived invisibility of the technology. An important aspect of this research is the formation of identity and taste in digitality. Music is an integral facet of identity, a means to relate to others and form judgments on those we meet – but how is this affected by digitality? The internet encourages a loss of genre distinction, and a culture of eclecticism, whereby people can listen to a multitude of genres, often without knowing what exactly they are listening to, and without aligning their identities with specific genres or subgenres. Based on empirical data, it is demonstrated that this fragmentation of taste matches an intensified fragmentation of identity through social networking sites.
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O PAPEL DA IDENTIDADE NO ENCONTRO DA CULTURA COM A TECNOLOGIA Um estudo sobre o site Omelete e seus projetos / The identity role in the encouter of the culture with the technology : a study about the site Omelete and its projectsGomes, Paula Cabral 08 April 2015 (has links)
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Previous issue date: 2015-04-08 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Identity, culture and technology are the central themes for this dissertation. When those three elements gather, several opportunities and possibilities are offered to people. The site Omelete, research object of this dissertation, is the result of a project prepared by friends, comics and games fans, that didn’t find enough information about their favorite issues and decided to create a blog to share matters about pop culture and satisfy their curiosities and wills. Nowadays, what was born as a blog is considered the largest online vehicle about pop culture in Brazil. The objective of this dissertation was to verify the characteristics of the object and the context in which it is inserted and which factors put it in its present position. For that, we made a literature review to establish the theoretical basis of the dissertation. Then, we classified the published matters on the site about the Comic-Con International: San Diego during a pre-determined time and analyzed some achieved data. At last, we described the event Comic Con Experience, organized by Omelete and by Chiaroscuro, and ascertained the information we collected from the literature revision to the personal experience in the convention. The society we live in has permitted the appearance, developing and maintenance of a variety of tribes and cultures. It is a society where technology provides tools for people to communicate, share information and interact with internet users with similar interests, such as the consumption of the same cultural products. These actions are responsible for the formation of individual and group identity which they belong to. In a participative form, the groups build knowledge and strengthen the collective intelligence. / Identidade, cultura e tecnologia são os temas centrais desta dissertação. Quando esses três elementos se encontram, diversas oportunidades e possibilidades são oferecidas aos indivíduos. O site Omelete, objeto de pesquisa escolhido, é resultado de um projeto elaborado por amigos, fãs de histórias em quadrinhos e games, que não encontravam informações suficientes sobre seus temas favoritos e decidiram criar um blog para compartilhar conteúdos sobre cultura pop e satisfazer suas curiosidades e vontades. Hoje, o que nasceu como blog é considerado o maior veículo online sobre cultura pop do Brasil. O objetivo da dissertação foi verificar as características do objeto e do contexto em que se encontra e quais fatores o colocaram em sua posição atual. Para isso, primeiro fizemos uma revisão de literatura para estabelecer as bases teóricas da dissertação. Depois, categorizamos o conteúdo publicado no site sobre a Comic-Con International: San Diego durante um período determinado e analisamos os dados obtidos. Por último, descrevemos o evento Comic Con Experience, organizado pelo Omelete e pela Chiaroscuro, e averiguamos as informações colhidas desde a revisão de literatura até a experiência pessoal na convenção. A sociedade na qual vivemos permite o surgimento, o desenvolvimento e a manutenção de tribos e culturas variadas. É uma sociedade em que a tecnologia oferece ferramentas para as pessoas poderem se comunicar, compartilhar informações e interagir com internautas com interesses semelhantes, como o consumo dos mesmos produtos culturais. Essas ações são responsáveis pela formação da identidade dos indivíduos e dos grupos a que pertencem. De forma participativa, os grupos constroem conhecimento e fortalecem a inteligência coletiva.
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Comprendre la génération des objets de coopération interentreprises par une théorie des co-raisonnements de conception : vers une nouvelle ingénierie des partenariats d'exploration technologique / Understanding the generation of inter-firm cooperation's objects with a co-design reasoning theoryGillier, Thomas 26 May 2010 (has links)
Les partenariats d’exploration constituent, pour les organisations contemporaines, une opportunité pour ouvrir leur portefeuille partenarial et coopérer sur des objets de plus en plus innovants et transversaux. Mais ces nouvelles formes de partenariats R&D sont déstabilisées par leur nature même : les objets de coopération ne sont pas connus ex-ante et doivent donc être conçus durant la coopération.A partir de l’étude d’un partenariat transectoriel technologique, MINATEC IDEAs Laboratory, cette thèse explique comment des partenaires différents parviennent finalement à s’accorder sur des sujets de coopération et à lancer des projets d’innovation.Pour comprendre et modéliser l’élaboration progressive de ces objets de coopération, nous proposons le modèle Matching/Building. Basé sur une extension de la théorie de conception C-K, ce modèle rend compte de la manière dont des acteurs développent et modifient leurs propres raisonnements de conception durant leurs interactions.De plus, cette recherche expose les résultats de deux instruments de gestion qui facilitent la génération de la coopération : OPERA, un outil de cartographie pour piloter des champs d'innovation et représenter l'évolution des objets de coopération et la méthode D4 qui permet de co-innover en revisitant collectivement l’identité de technologies émergentes / For contemporary organizations, exploratory partnerships constitute opportunities to open their portfolio partnership and to embrace objects increasingly innovative and cross-functional. But, in such new forms of R&D relationships, a major crisis is caused by the fact that the common purpose is unknown at the beginning and need to be designed during the cooperation process.From a single-case study of a cross-industrial technological exploratory partnership, MINATEC IDEAs Laboratory, that research explains how heterogeneous actors reach shared objectives and launch together innovation projects.In order to understand and to model those collective objects, we propose the Matching/Building model. Based on the recent advances of the C-K Design Theory, our model describes interactions patterns between the partners’ design reasoning during their cooperation.Furthermore, that research highlights two methodological tools for enhancing cooperation in innovation : OPERA is a cartographic system to manage innovation projects and to master the evolution of the cooperation, D4 method permits to co-innovate by challenging the identity of emerging technology
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