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Creative Industries

Snurb — Thursday 27 September 2007 23:39

Playing on the Edge: Facilitating the Emergence of a Local Digital Grassroots (AoIR 2007)

Produsage Communities | Produsers and Produsage | edgeX | AoIR 2007 | aoir8 | Creative Industries | New Media Arts |

AoIR 2007

Playing on the Edge:
Facilitating the Emergence of a Local Digital Grassroots

Axel Bruns and Sal Humphreys

  • 20 October 2007 - AoIR 2007 conference, Vancouver, Canada

This paper by Axel Bruns and Sal Humphreys for the Association of Internet Researchers conference in Vancouver, 17-20 Oct. 2007,describes the first phase of the Emergent Digital Grassroots eXpo (edgeX) project - a research and application project centred on mapping grassroots and amateur content creation, community engagement with new media, and strengthening local identity. Developed in conjunction with the City Council of Ipswich, a city of some 150,000 residents in regional Queensland, the edgeX project provides a site for local residents to upload creative content, to participate in competitions, to comment on each other's work, and to develop new skills. Research goals associated with edgeX arise from a broader project of mapping the creative industries and their role in the knowledge economy, and a growing understanding of the significant part user-led content creation plays in these processes, especially including the role of amateur creatives.

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Snurb — Wednesday 18 July 2007 17:17

Redesigning Education for the User-Led Age

Produsers and Produsage | Creative Industries | Teaching with Technology |

Heh. At least it seems like the Higher Education section of The Australian has managed to quarantine itself from the melt-down that's occurred amongst its political journalists. There's a nice piece there today about our efforts at QUT to develop the C4C framework of collaborative capacities required of graduates in the developing produsage environment - an article which was sparked by our paper at Mobile Media 2007 (and a similar paper I presented at ICE 3 earlier this year). Campus Review also reported on this recently, following a Sydney University press release. Neither note Trendwatching as the originators …

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Snurb — Tuesday 3 July 2007 11:36

Mobile Media and the Emergent Creative Economy

Mobile and Wireless Technologies | Mobile Media 2007 | Creative Industries |

Sydney.
The second keynote speaker this morning at Mobile Media 2007 is my colleague Stuart Cunningham. He begins by highlighting new approaches to the study of economics which are now being applied to the creative industries as an emergent innovative heart of the services sector. In the process, the creative industries are setting the template which other, more mainstream industries will follow. This enables an evolutionary growth process which embeds new and emergent technologies into the economy.

What such studies require is an understanding of economic structures as evolving, not static, and this cannot be measured easily through conventional means; the creative industries and the rest of the economy are linked in a dynamic relationship, and Stuart outlines four models for an understanding of this relationship (negative, neutral, positive, and emergent).

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Snurb — Saturday 16 June 2007 07:01

Palpable Creativity, Cognition, Collaboration

C&C 2007 | Creative Industries | Wearable Technology | New Media Arts |

Washington, D.C.
We're now in the wrap-up session for Creativity & Cognition 2007. Programme co-chair Elisa Giaccardi begins by highlighting the range of themes, topics, and disciplinary backgrounds represented here, and introduces keynote speaker Thecla Schiphorst. Thecla begins by noting the increasing miniaturisation of computing technology, and the invisibility of the object which follows from this increases the visibility of our own presence and contributions. She frames this in a field of somatics: the felt experience of the self, through lived experiences, first-person methodologies, tension and movement, and a phenomenological understanding.

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Snurb — Saturday 16 June 2007 05:30

New Musical Instruments and Tools for Collaboration

C&C 2007 | Creative Industries | New Media Arts | Music |

Washington, D.C.
I got back a little late from today's lunch, and missed most of the first couple of papers in the next session here at Creativity & Cognition 2007. The paper by Kirsty Beilharz and Sam Ferguson is already in progress; they enhanced a Japanese flute, the shakahachi, with a variety of extra-instrumental sensors which drive a generative music system, creating a hyper-instrument, or a creative environment for the instrument. The environment senses the player's physical gestures while plying the instrument; some such gestures already exist as part of the normal process of playing the shakahachi, and the environment therefore enhances and builds on the often unconscious movements of the player, enabling them to exploit techniques they already have. Additionally, qualities of the instrument tone itself (breathiness, noisiness, and other qualities) are also monitored and harnessed.

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Snurb — Saturday 16 June 2007 01:46

New Approaches to Design

C&C 2007 | Creative Industries | New Media Arts |

Washington, D.C.
The next session at Creativity & Cognition 2007 starts with a paper by Ron Wakkary and Leah Maestri. They note the rise of ubiquitous computing as providing a new focus on design for the home, and point to the fact that in the home, evolutionary solutions to common problems are most appropriate; this relies on pliable, changeable artefacts which enable users to be everyday designers of their home environment. Creativity in this context is a quality of resourcefulness and adaptivity, and relies on 'tinkerability': appropriation of available tools and technologies, their adaptation, and judgments of quality. Ron and Leah conducted a study examining such practices in a number of homes.

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Snurb — Saturday 16 June 2007 00:06

Environments for Creative Work

C&C 2007 | Creative Industries | New Media Arts |

Washington, D.C.
The final day of Creativity & Cognition 2007 has begun, and Andrew Warr and Eamonn O'Neill are making a start. The note that design is a collaborative creative process, and that a number of tools for the creation, manipulation and dissemination of externalisations and boundary objects in design. Externalisations, such as sketches, complement verbal communication and allow for the creation of tangible forms for ideas; boundary objects are externalisations that are used to communicate and facilitate shared understandings. For Schön, this enables a design process of seeing-drawing-seeing, facilitating the development of individual and shared understandings and of a common ground in a group, in an iterative process.

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Snurb — Friday 15 June 2007 07:25

Creating, Sharing, Using, Produsing

Produsers and Produsage | C&C 2007 | Creative Industries | New Media Arts |

Washington, D.C.
We're in the last session for today already, and Stefan Schutt makes a start. He's in the process of building Small Histories, a Website for users to upload and compare their life stories. Stefan begins by sharing his own very interesting life story (his family originates from Pomerania, and is now spread across the world including relatives in Germany, France, and Israel). Inspired by such family history, Stefan has built a Website for uploading and sharing this and similar stories; this enables users to compare perspectives on events and times in history through sharing their own small histories, putting them out into the public domain without the need for turning them into something else first.

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Snurb — Friday 15 June 2007 05:30

Models for Creative Collaboration

C&C 2007 | Creative Industries | New Media Arts |

Washington, D.C.
The next presenters at Creativity & Cognition 2007 are Yun Zhang and Linda Candy, focussing on art-technology collaborations. Her study focussed on a specific group of collaborators developing a new media art project reinterpreting the experience of exploring the Brickpit Ringwalk in Sydney. Collaboration took place in face-to-face, proposal-assisted, drawing-assisted, computer-assisted, and interactive artefact-assisted modes, and such interactions were analysed in Yun and Linda's research. The results are perhaps what one would expect: face-to-face and proposal-assisted modes of collaboration decline over the duration of the project, while computer- and interactive artefact-assisted forms of collaboration pick up as the process develops. This indicates perhaps the growing maturity of the project itself, and points to the crucial role that mediation technologies play in developing a project.

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Snurb — Friday 15 June 2007 02:01

Creative (Approaches to) Education

C&C 2007 | Creative Industries | New Media Arts | Teaching with Technology |

Washington, D.C.
The next session at Creativity & Cognition continues the focus on education. Su Zheng and Martin Adam are the first presenters. Their focus is on producing interactive exhibits for children in the 7-11 age group, who are in a 'concrete' cognitive stage in their interaction with technology - not uncreative, but engaging mainly with the existing affordances of technology rather than exploring its possible extensions. They point to a number of recent exhibits in UK museums which largely failed in their aim to get children involved; in particular also because they did not provide sufficient potential for social interaction.

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