Vi starter med et udsagn fra os: Leg er en måde at være menneske på i verden, undersøge verden, eksperimentere med den og handle i den, hvad enten man er børn eller voksen eller i grupper, der består af begge dele. Deltagerne i processer, hvor leg er i centrum, og hvor aktiviteterne altid kan være under forandring, kan give dem muligheden for at reflektere over og ændre på deres vilkår. Makerspaces synes at være et godt sted at gøre dette. Med artiklen her peger vi på nogle principper, links og kilder, der kan inspirere et sådant arbejde.
In: Sandvik , K & Knudsen , J 2015 , ' Challenging 'smart' in smart city strategies ' , Paper presented at Users Across Media , Købehavn , Denmark , 06/05/2015 - 08/05/2015 .
Smart city strategies concern the improvement of economic and political efficiency and the enabling of social, cultural and urban development (Hollands 2008) and covers a variety of fields from improving infrastructures, social and cultural development, resilience strategies (e.g. green energy), improving schools, social welfare institutions, public and private institutions etc. The 'smart' in smart city strategies implies that these efforts are accomplished by the introduction and embedding of smart media technology into the very fabric of society. This is often done in a top-down and technology-centric way (from city branding initiatives to the digitization of the public sector). This presentation will challenge this approach to smart city strategies by proposing that instead of a 'technology first' approach, we need to introduce the smart citizen in the center of smart city strategic planning and development. Focusing on processes of citizen participation and co-creation as the main driving force, we introduce a concept of 'smart city at eye level'. The introduction of new media technology and new media uses need to emerge from a profound understanding of the wants, needs and abilities of the citizens in the center of these new crossmedia settings and will have to be accomplished in collaboration with said citizens. This presentation will present some basic principles for 'smart cities at eye level' explained through case studies of digital media in daycare and new educational systems. ; Smart city strategies concern the improvement of economic and political efficiency and the enabling of social, cultural and urban development (Hollands 2008) and covers a variety of fields from improving infrastructures, social and cultural development, resilience strategies (e.g. green energy), improving schools, social welfare institutions, public and private institutions etc. The 'smart' in smart city strategies implies that these efforts are accomplished by the introduction and embedding of smart media technology into the very fabric of society. This is often done in a top-down and technology-centric way (from city branding initiatives to the digitization of the public sector). This presentation will challenge this approach to smart city strategies by proposing that instead of a 'technology first' approach, we need to introduce the smart citizen in the center of smart city strategic planning and development. Focusing on processes of citizen participation and co-creation as the main driving force, we introduce a concept of 'smart city at eye level'. The introduction of new media technology and new media uses need to emerge from a profound understanding of the wants, needs and abilities of the citizens in the center of these new crossmedia settings and will have to be accomplished in collaboration with said citizens. This presentation will present some basic principles for 'smart cities at eye level' explained through case studies of digital media in daycare and new educational systems.
In: Sandvik , K & Waade , A M 2006 , Al verden er en scene . in Rollespil - i æstetisk, pædagogisk og kulturel sammenhæng . Aarhus Universitetsforlag , Århus , pp. 7-23 .
Rollespil er blevet hot, og opmærksomheden omkring rollespil er eksploderet de seneste år: Virksomheder, politikere, medier og forskere har fået øjnene op for de kulturelle og økonomiske muligheder
Resilience is a topic of steadily increasing interest. It particularly gains importance when discussing how communities (e.g. municipalities) can prepare themselves for potential future disruptions. A resilient community will overcome immediate shocks, such as an earthquake, as well as stresses, such as the successive outbreak of a pandemic. Due to the novelty of the topic, research particularly exists on theoretical aspects of resilience. Targeting learning - and thereby the local population - is a rather new emergence. To effectively reach, involve, and engage citizens, technology can play a key role. Based on four actual cases from communities we analyse the impact technology has on learning about resilience. We then scrutinize the effectiveness and propose future steps. Thereby, we seek to provide practical advice to local governments and to enrich the theory at the same time.
Asia has some of the largest, most dynamic, diversified, and complicated media industries in the world (McKinsey & Company, 2015). Entering the 21st Century, the rapid economic and political developments of Asia further energize the growth of media locally and globally (for general discussion, see, e.g., Keane [2006]; Thussu [2006], specific discussions on the cases of Korea [Kim, 2013], Japan [Iwabuchi, 2004], China [Sun, 2009]). In a reflection on the increasing importance of Asian players in global communication industry, Keane describes that "Asianness is colonizing international communications markets" (2006: 839-840) with the impacts ranging from the production of hardware (i.e., East Asian technology) to content (e.g., Japanese manga, anime and TV formats and South Korean popular culture) and from the cross-over of directors and actors from Asia to Hollywood and the world. Yet, a lack of timely understanding of media and communication in a fast-changing Asia is hindering not only our interpretation of the significance of media in social transformation in Asia, but also the efforts to de-westernize (e.g., Park & Curran, 2000; Wang, 2010) or internationalize communication studies (Lee, 2014).
Without exception, all people are faced with the inevitability of death, a stark fact that has immeasurably shaped societies and individual consciousness for the whole of human history. Mirrors of Passing offers a powerful window into this oldest of human preoccupations by investigating the interrelationships of death, materiality, and temporality across far-flung times and places. Stretching as far back as Ancient Egypt and Greece and moving through present-day locales as diverse as Western Europe, Central Asia, and the Arctic, each of the richly illustrated essays collected here draw on a range of disciplinary insights to explore some of the most fundamental, universal questions that confront us
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Frontmatter -- Contents -- Acknowledgements -- Contributors -- Preface -- Chapter 1 Performative Authenticity in Tourism and Spatial Experience: Rethinking the Relations Between Travel, Place and Emotion -- SECTION ONE STAGING AND PRACTICING AUTHENTICITY -- Chapter 2 Staging Places as Brands: Visiting Illusions, Images and Imaginations -- Chapter 3 The City In-Between: Communication Geographies, Tourism and the Urban Unconscious -- Chapter 4 'The Summer We All Went to Keuruu': Intensity and the Topographication of Identity -- SECTION TWO BRANDING AND MATERIALISING AUTHENTICITY -- Chapter 5 Authenticity and Place Branding: The Arts and Culture in Branding Berlin and Singapore -- Chapter 6 On the Management of Authenticity: Culture in the Place Branding of Øresund -- Chapter 7 A Ferris Wheel on a Parking Lot: Heritage, Tourism, and the Authenticity of Place in Solvang, California -- SECTION THREE RE-WRITING AND RE-MEDIATING AUTHENTICITY -- Chapter 8 Travel and Testimony: The Rhetoric of Authenticity -- Chapter 9 Cool Kullaberg: The History of a Mediated Tourist Site -- Chapter 10 Crime Scenes as Augmented Reality: Models for Enhancing Places Emotionally by Means of Narratives, Fictions and Virtual Reality -- Chapter 11 Murder Walks in Ystad CARINASJÖHOLM -- Chapter 12 Negotiating Authenticity at Rosslyn Chapel -- SECTION FOUR RE-EMPOWERING AUTHENTICITY -- Chapter 13 Making Pictures Talk: The Re-opening of a 'Dead City' through Vernacular Photography as a Catalyst for the Performance of Memories -- Chapter 14 Globe1: A Place of Integration or an 'Ethnic Oasis'? -- Chapter 15 Online Tourism: Just like Being There? -- SECTION FIVE EMBODYING SPATIAL MYTHOLOGIES -- Chapter 16 Journeys, Religion and Authenticity Revisited -- Chapter 17 Walking Towards Oneself: The Authentification of Place and Self -- Chapter 18 Thrillscapes: Wilderness Mediated as Playground -- References -- Index
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