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Remix culture

Remix culture
Read-Only Culture vs. Read/Write Culture[edit] The Read Only culture (RO) is the culture we consume more or less passively. The information or product is provided to us by a 'professional' source, the content industry, that possesses an authority on that particular product/information. Analog technologies inherently supported RO culture's business model of production and distribution and limited the role of the consumer to just that, 'consuming'. Digital technology, however, does not have the 'natural' constraints of the analog that preceded it. As opposed to RO culture, Read/Write culture (RW) has a reciprocal relationship between the producer and the consumer. Digital technologies provide the tools for reviving RW culture and democratizing production. Examples[edit] According to Ramsay Wood, fables in the Panchatantra are the oldest known example of remix culture. The Internet makes for a highly effective way to implement "remix culture". Copyright[edit] See also[edit] References[edit]

Related:  WikipediaEconomicsSharing Economy

In-game photography - Wikipedia For the photos of the real world taken to be used in virtual reality, see VR photography. In-game photography (also known as screenshot art, screenshot photography and professional gaming photography) is a form of new media art, which consists of photographing video game worlds. Screenshot photography has been featured in physical art galleries around the world. Soft Drink Industry Structure The illusion of diversity: visualizing ownership in the soft drink industryPhil Howard,1 Chris Duvall2 and Kirk Goldsberry3August, 2010 BackgroundThree firms control 89% of US soft drink sales [1]. This dominance is obscured from us by the appearance of numerous choices on retailer shelves. Steve Hannaford refers to this as "pseudovariety," or the illusion of diversity, concealing a lack of real choice [2]. To visualize the extent of pseudovariety in this industry we developed a cluster diagram to represent the number of soft drink brands and varieties found in the refrigerator cases of 94 Michigan retailers, along with their ownership and/or licensing connections. Click for (scroll in and out) version or extra large versionPDF version of Soft Drink Industry Structure, 2008

Consume Less/Share More = Access Economy: Takeaway from Sustainable Brands ’11 As the Susta inable Brands conference wrapped up on Friday, there was a point made that really resonated with me during a presentation made by Raphael Bemporad of BBMG. BBMG is an agency dedicated to forward-thinking brands and conscious consumers. Authorship in the Age of the Conducer by Erez Reuveni Stanford Law School Center for Internet and Society; United States Department of Justice Copyright Society of the USA, Vol. 54, Issue 218, January 2007 Abstract: Remix Culture I have not posted on Remix Theory for some time. The reason being that I have been editing along with fellow editors xtine Burrough and Owen Gallagher an upcoming volume on Remix Studies. It has been a lot of intensive work, needless to say but well worthwhile as we believe the remix community will value the many contributions that comprise the volume. We hope to have the book published in the latter half of 2014–at the moment the tentative release date is for early 2015. Here is some information and a link to the official webpage: The Routledge Companion to Remix Studies

Virtual art - Wikipedia Virtual art is a term for the virtualization of art, made with the technical media developed at the end of the 1980s (or a bit before, in some cases).[1] These include human-machine interfaces such as visualization casks, stereoscopic spectacles and screens, digital painting and sculpture, generators of three-dimensional sound, data gloves, data clothes, position sensors, tactile and power feed-back systems, etc.[2] As virtual art covers such a wide array of mediums it is a catch-all term for specific focuses within it. Much contemporary art has become, in Frank Popper's terms, virtualized.[3] Definition[edit] Virtual art can be considered a post-convergent art form based on the bringing together of art and technology, thus containing all previous media as subsets.[4] Sharing this focus on art and technology are the books of Jack Burnham (Beyond Modern Sculpture 1968) and Gene Youngblood (Expanded Cinema 1970). In virtual worlds and entertainment[edit]

Business The etymology of "business" stems from the idea of being busy, and implies socially valuable and rewarding work. A business can mean a particular organization or a more generalized usage refers to an entire market sector, i.e. "the music business". Compound forms such as agribusiness represent subsets of the word's broader meaning, which encompasses all the activity by all the suppliers of goods and services. Basic forms of business ownership[edit]

List of tool-lending libraries Tools available for borrowing at Fletcher Free Library, Burlington, Vermont The following tool libraries allow patrons to borrow tools, equipment and "how-to" instructional materials, functioning either as a rental shop, with a charge for borrowing the tools, or more commonly free of charge as a form of community sharing. The Tool library performs the following main tasks: Digital Curation Google Group Interesting Google Group on Digital Curation set up a month or so ago, 25 November 2008 to be exact. Brief is: "Intended to be a collaborative space for people involved in the work of digital curation and repository development to share ideas, practices, technology, software, standards, jokes, etc."

Archivio » Regressive and Reflexive Mashups in Sampling Culture, 2010 Revision, by Eduardo Navas Download a high resolution version of Diagram in PDF format This text was originally published on June 25, 2007 in Vague Terrain Journal as a contribution to the issue titled Sample Culture. It was revised in November 2009 and subsequently published as a chapter contribution in Sonvilla-Weiss, Stefan (Ed.) Mashup Cultures, 2010, ISBN: 978-3-7091-0095-0, Springer Wien/New York published in May 2010. It is here republished with permission from the publisher and is requested that it be cited appropriately.

Systems art Systems art is art influenced by cybernetics, and systems theory, that reflects on natural systems, social systems and social signs of the art world itself.[1] Systems art emerged as part of the first wave of the conceptual art movement extended in the 1960s and 1970s. Closely related and overlapping terms are Anti-form movement, Cybernetic art, Generative Systems, Process art, Systems aesthetic, Systemic art, Systemic painting and Systems sculptures. Related fields of systems art[edit] Anti-form movement[edit]