Giulio
Lughi, Alessandra Russo Suppini
CREATIVITÀ DIGITALE. COME LIBERARE IL POTENZIALE DELLE
NUOVE TECNOLOGIE
Franco
Angeli, Milano, 2015
Qui di seguito, suddivise per capitoli, tutte
le note del libro con i link attivi per consultare più agevolmente i materiali
citati nel testo.
1. INTRODUZIONE
2. INNOVAZIONE E CREATIVITÀ
3. STORIA DELLA CREATIVITÀ DIGITALE
4. TEORIE PER LA CREATIVITÀ DIGITALE
5. PRODOTTI DELLA CREATIVITÀ DIGITALE
6. ISTITUZIONI DELLA CREATIVITÀ DIGITALE
7. REINCANTO TECNOLOGICO
1.
INTRODUZIONE
1.
Nella
stesura del volume sono stati ripresi, aggiornati e rielaborati spunti
precedentemente presenti in altre opere degli autori, in particolare Lughi
(2010; 2012; 2013) e Russo Suppini (Toselli et al., 2005), nonché i risultati
della ricerca DIGILINE condotta nel 2012 dai due autori per il Polo di
Innovazione per la Creatività Digitale e la Multimedialità della Regione
Piemonte. Il testo è stato concepito ed elaborato insieme dai due autori,
tuttavia per quanto riguarda la stesura, a Giulio Lughi vanno attribuiti i cap.
1, 2, 3, 4 e i par. 6.1, 6.2, 6.3, 6.4; ad Alessandra Russo Suppini il cap. 5 e
il par. 6.5. I numerosi rimandi a siti web che appaiono nelle note sono stati
controllati fino al 30 novembre 2014, e per comodità del lettore sono
disponibili anche come link cliccabili alla pagina https://www.giuliolughi.it/digitalcreativity,
dove saranno disponibili approfondimenti e aggiornamenti sul tema.
2.
http://www.tandfonline.com/toc/ndcr20/current
3.
http://www.tandfonline.com/action/aboutThisJournal?show=aimsScope&journalCode=ndcr20
4.
Digital Creativity is a major peer-reviewed journal at
the intersection of the creative arts and digital technologies. It publishes
articles of interest to those involved in the practical task and theoretical
aspects of making or using digital media in creative contexts. By the term
‘creative arts’ we include such disci-plines as fine art, graphic design,
illustration, photography, printmaking, sculp-ture, 3D design, interaction
design, product design, textile and fashion design, film making, animation,
games design, music, dance, drama, creative writing, poetry, interior design,
architecture, and urban design. [T.d.A.]
TORNA ALL’INIZIO
2. INNOVAZIONE
E CREATIVITÀ
TORNA ALL’INIZIO
3. STORIA
DELLA CREATIVITÀ DIGITALE
- http://www.tandfonline.com/toc/ndcr20/current
- The
starting point was a number of diverse disciplines with interests in, and
making contributions to, the field. These included all the creative arts
plus computer science (particulary human-computer interaction),
partecipatory de-sign, education and pedagogy, cultural studies and, more
generally, contempo-rary ideas such as may be found in cognitive science,
artificial intelligence and elsewhere. [T.d.A.]
- http://noemalab.eu/
- http://www.c-lab.co.uk/home.html
- http://www.ciant.cz/
- http://kiblix.org/kiblix2012/softcontrol/
- www.ekac.org
- http://markamerika.com/
- http://www.ljudmila.org/%7Evuk/
- http://www.leapknecht.de; http://antitesi-associazione.blogspot.it/;
http://www.toshare.it/; http://www.zkm.de/
- http://www.behance.net/; http://www.deviantart.com/; http://www.saatchionline.com/; http://www.digitalartsonline.co.uk/
- http://www.getty.edu/research/tools/index.html
- http://www.invisibilia.unito.it
- http://www.edueda.net/index.php?title=EduEDA_-_The_EDUcational_Encyclopedia_of_Digital_Arts
- http://rhizome.org/
- http://www.docam.ca/en.html
- http://www.youtube.com/yt/creators/index.html
- Find
tools and programs to help you create better content, build fan bases, and
make more money. [T.d.A.]
- http://www.adobe.com/it/products/creativecloud.html
- Settori di attività sono ad esempio: 3D
Printing & Imaging; Abbigliamento smart & Tessuti digitali; App
& Digital Arduino; Chimica e materie plastiche; Circuit bending &
Upcycling; Computer harware & software; Design; Elettronica ed
elettrotecnica; Gadget; Idrogeno & Celle a combustibile; Ingegneria;
Lego; Meccanica & Meccatronica; Mobilità sostenibile & Veicoli
elettrici; Radio & Radiantismo; Robotica; Scienze; Sostenibilità &
Energie alternative; Video & Movie; Wireless electricity.
- http://www.makersitaly.it/;
http://www.worldwiderome.it/; http://arthackday.net/319scholes/
- http://www.arduino.cc/
- http://www.emergingseries.net/;
http://www.romawebfest.it/edizione-2014/web-serie-in-concorso-2014/
- http://simonearcagni.nova100.ilsole24ore.com/2014/09/15/la-webserie-come-liberta-creativa/
- http://www.italianinnovation.it/article.560/steve-jobs-innovatore-mode-tecnologie.html
- It is
not accidental that the intellectuals who have most systematically written
about software’s roles in society and culture so far all either have
programmed themselves or have been systematically involved in cultural
projects which centrally involve writing of new software. [T.d.A.]
- http://lab.softwarestudies.com/
- That
is, we think of software as a layer that permeates all areas of
contemporary socie-ties. Therefore, if we want to understand contemporary
techniques of control, communication, representation, simulation,
analysis, decision-making, memory, vision, writing, and interaction, our
analysis can’t be complete until we consider this software layer. This is
why we are convinced that “software studies” is necessary. [T.d.A.]
- ...
their fundamental techniques, working methods, and ways of representation
and ex-pression. United within the common software environment, the
languages of cinematography, animation, computer animation, special
effects, graphic design, and typography have come to form a new
metalanguage. [T.d.A.]
- http://computationalculture.net/
- The
journal’s primary aim is to examine the ways in which software undergirds
and formulates contemporary life. Computational processes and systems not
only enable con-temporary forms of work and play and the management of
emotional life but also drive the unfolding of new events that constitute
political, social and ontological domains. [T.d.A.]
- ... a
developing form of literacy... that matches an understanding of
computational processes with those traditionally bound within the arts,
humanities, and social sciences but also in more informal or practical
modes of knowledge such as hacking and art. [T.d.A.]
- http://www.computationalcreativity.net/
- http://www.processing.org/; http://scratch.mit.edu/
- http://www.code.org/
- http://lab.softwarestudies.com/2012/10/big-data-visualization-and-digital.html;
http://lab.softwarestudies.com/2008/09/cultural-analytics.html
- http://www.microsoft.com/italy/technolandia/windows.aspx;
https://marketplace.firefox.com/
- http://www.kultur-kreativ-wirtschaft.de/
- http://www.creative-germany.travel/it/pagina-iniziale/
TORNA ALL’INIZIO
TEORIE PER LA CREATIVITÀ DIGITALE
- Come esempio di come sia utilizzato come
termine ombrello, alla Creatività Digitale viene intitolato nel 2012 il
"FORUM SULLA PROPRIETÀ INTELLETTUALE: l’idea, la sua tutela, il suo
sviluppo", tenuto a Milano, che però di fatto tratta esclusivamente gli
aspetti legali dell’animazione digitale: http://www.mi.camcom.it/c/document_library/get_file?uuid=c8bc02ed-2cdd-4377-ab19-720b547e0c2e&groupId=10157
- http://www.victorianweb.org/
- http://www.cyberartsweb.org/cpace/
- http://www.postcolonialweb.org/
- Si veda la ricerca su Teen Content
Creators and Consumers, condotta nel 2005 da Pew Internet & American
Life Project: http://www.pewinternet.org/files/old-media/Files/Reports/2005/PIP_Teens_Content_Creation.pdf.pdf
- Temi affrontati nel convegno “Media
City. New spaces, new aesthetics” tenuto a Milano nel 2012: http://www.triennale.org/it/calendario/calendario-eventi-list/1115-media-city-new-spaces-new-aesthetics
- http://www.urbanexperience.it/groups/format-di-performing-media-per-lurban-experience/forum/topic/walk-show/
- http://simonearcagni.nova100.ilsole24ore.com/2013/01/secret-cinema-unesperienza-cinematografica-davvero-realsitica.html
- Lo Smithsonian American Art Museum ha
dedicato nell’estate 2012 una grande mostra a “The Art of Video
Games", circolata in dieci città americane e accompagnata da una
ingente serie di manifestazioni collaterali: http://americanart.si.edu/exhibitions/archive/2012/games/.
Inoltre nel novembre 2012 il MoMA ha annunciato l’acquisto di 14 classici
del videogame (Pac-MAn, Tetris, Sim City, Myst, ecc.) come inizio di una
nuova sezione nelle collezioni di opere d’arte: http://www.moma.org/explore/inside_out/2012/11/29/video-games-14-in-the-collection-for-starters
- http://research.microsoft.com/en-us/projects/illumiroom/
- http://www.repubblica.it/tecnologia/2012/11/04/news/i_videogiochi_sempre_pi_cinema_megaproduzioni_per_i_titoli_di_natale-45727431/?ref=HRERO-1
- http://www.youtube.com/watch?feature=player_embedded&v=R6c1STmvNJc
- http://www.youtube.com/watch?v=7Q25-S7jzgs&feature=relmfu
- The
free culture that I defend in this book is a balance between anarchy and
control. A free culture, like a free market, is filled with property. It
is filled with rules of property and contract that get enforced by the
state. But just as a free market is perverted if its property becomes
feudal, so too can a free culture be queered by extremism in the property
rights that define it. That is what I fear about our culture today.
[T.d.A.]
- http://www.remixthebook.com/
- http://remixtheory.net/
- http://thepiratebayitalia.com/
- http://www.esa.int/ita/ESA_in_your_country/Italy/ESA_testa_la_stampa_in_3D_per_costruire_una_base_lunare_con_l_aiuto_di_una_tecnologia_italiana
- Seen
from the point of view of media history, “computer multimedia” is
certainly a development of fundamental importance. Previously “multimedia
documents” combining multiple media were static and/or not interactive:
for instance, medieval illustrated manuscripts, sacred architecture, or
twentieth century cinema, which combined live action, music, voice and titles.
But co-existence of multiple media types within a single document or an
application is only one of the new developments enabled by simulation of
all these media in a computer. In putting forward the term hybrid media I
want to draw attention to another, equally fundamental development that,
in contrast to “multimedia”, so far did not receive a name. [T.d.A.]
- For
what gets remixed today is not only content from different media but also
their fundamental techniques, working methods, and ways of representation
and expression. United within the common software environment, the
languages of cinematography, animation, computer animation, special
effects, graphic design, and typography have come to form a new
metalanguage. A work produced in this new metalanguage can use all the
techniques, or any subset of these techniques, that were previously unique
to these different media. [T.d.A.]
- http://www.gasta.org/
- http://www.mashrome.org/
TORNA ALL’INIZIO
4. PRODOTTI
DELLA CREATIVITÀ DIGITALE
- http://www.artisopensource.net/cure/
- https://www.youtube.com/watch?v=R6c1STmvNJc
- Sveglie che suonano prima dell’orario
previsto in caso di traffico; termostati digitali programmabili a
distanza; vasi per le piante che avvisano quando c’è bisogno di
innaffiare; frigoriferi che fanno l’elenco della spesa; ecc.
- http://socialhardware.net/
- http://www.cirma.unito.it/vep/
- http://benfry.com/anemone/movie/
- http://www.moma.org/interactives/exhibitions/2012/inventingabstraction/?page=connections
- www.ingress.com
- The world
around you is not what it seems. Ingress. The game. It’s happening all
around you. They aren’t coming. They’re already here. [T.d.A.]
- synapse:
http://vimeo.com/87069896
- http://mogees.co.uk
- http://blogs.forrester.com/brian_hopkins/13-02-07-forresters_top_15_emerging_technologies_to_watch_now_to_2018;
http://www.gartner.com/technology/research/top-10-technology-trends/
TORNA ALL’INIZIO
5. ISTITUZIONI
DELLA CREATIVITÀ DIGITALE
- http://www.iminds.be/en/about-us
- http://www.statigeneralinnovazione.it/online/
- http://www.immaginailfuturo.org/
- http://www.romagnacreativedistrict.com;
http://www.regione.lazio.it/europaimprese/creatividigitali/
- http://ec.europa.eu/culture/index_en.htm
- http://ec.europa.eu/research/participants/portal/desktop/en/opportunities/h2020/topics/2104-reflective-6-2015.html
- http://eur-lex.europa.eu/LexUriServ/LexUriServ.do?uri=OJ:L:2006:394:0010:0018:it:PDF
- http://eur-lex.europa.eu/LexUriServ/LexUriServ.do?uri=OJ:C:2008:141:0017:0020:it:PDF
- http://eur-lex.europa.eu/LexUriServ/LexUriServ.do?uri=OJ:L:2008:348:0115:01:IT:HTML
- http://www.create2009.europa.eu/
- http://europa.eu/legislation_summaries/information_society/strategies/si0016_it.htm
- http://www.italia150.it/
- http://www.expo2015.org/
- http://ec.europa.eu/culture/creative-europe/
- The
cultural and creative sectors to seize the opportunities of the ‘digital
age’ [T.d.A.]
- http://www.lets-create.eu/
- http://ec.europa.eu/europe2020
- http://ec.europa.eu/dgs/education_culture/index_en.htm
- http://europa.eu/rapid/press-release_SPEECH-12-30_en.htm?locale=en
- ...
opportunities for the creative sector in the online age [...] this sector
offers our rich cultural heritage a proud platform; our people an
opportunity for self-expression; our economy a much-needed boost. And the
digital era brings vast opportunities: I want the creative sector to make
the most out of them. [T.d.A.]
- http://ec.europa.eu/culture/our-policy-development/documents/communication-sept2012.pdf
- Innovation
is increasingly driven by non-technological factors such as creativity,
design and new organisational processes or business models. [T.d.A.]
- The
cultural and creative sectors are faced with a rapidly changing
environment [...] major challenges are brought about by globalisation and
the digital shift, but the necessary adaptations are yet to be promoted to
allow these sectors to realise their full potential. [T.d.A.]
- http://cordis.europa.eu/fp7/ict/docs/ict-wp2013-10-7-2013-with-cover-issn.pdf
- Greater
creativity stimulated through technologies and tools to capture, produce,
search and exchange professional and user generated immersive and
interactive digital media content. [T.d.A.]
- One
goal is to create a vibrant creative technology ecosystem and increase the
innova-tion capacity of European industries and enterprises by providing
them with better tools, capabilities and foresight. A further goal is to
enhance, develop and encourage creativity as an essential 21st century
skill in professional contexts. [T.d.A.]
- http://hubmiur.pubblica.istruzione.it/web/ricerca/smart-cities-and-communities-and-social-innovation
- http://www.expo2015.org/area-stampa/comunicati-stampa/changemakers-expo-milano-2015-ecco-la-carica-dei-1500-talenti
- http://ec.europa.eu/youth/news/20121220_urbanyouth_en.htm
- http://www.torinowireless.it/approvato_dal_miur_il_cluster_sulle_tecnologie_per_le_smart_communities.php
- http://www.interno.gov.it/mininterno/export/sites/default/it/temi/enti/sottotema004.html
- http://www.potenzasmart.it/;
http://www.udinesmart.it/
- http://www.youtube.com/watch?v=m3FFMynT8HY
- http://www.mifav.uniroma2.it/inevent/events/scl_icalt2013/index.php?s=162&a=291;
http://www.ckbg.org/tag/smart-city/
- http://www.carloratti.com/project/ciudad-creativa-digital/
- http://www.wipo.int/ip-development/en/creative_industry/bibliography.html
- http://portal.unesco.org/culture/es/files/30297/11942616973cultural_stat_EN.pdf/cultural_stat_EN.pdf
- http://unctad.org/es/Docs/ditctab20103_en.pdf
- http://ec.europa.eu/culture/documents/greenpaper_creative_industries_it.pdf
- http://ec.europa.eu/culture/our-policy-development/documents/icc-platform-info.pdf
- http://www.creativemetropoles.eu/
- http://www.thefuntheory.com/;
anche http://www.bmwguggenheimlab.org/what-is-the-lab; www.citroencreativeawards.com
- Vol 20, settembre 2009.
- http://futuremedialab.creativemediadays.be/
- http://research.animationsinstitut.de/119.0.html
- http://www.cotec.it/il-ruolo-del-capitale-umano-nel-settore-ict/
- http://ict.usc.edu/about/
- http://www.arts.ac.uk/
- http://www.metropolia.fi/en/degree-programmes/culture-creative-industries/
- know-how
in creativity and art based development; creative contents into products
and distributing them; predictive, working life and city district-based
thinking; customer- and user-oriented thinking; multiprofessional creative
thinking.
- http://www.ioct.dmu.ac.uk/
- http://creativetechnology.salford.ac.uk/index.html
- http://www.maind.supsi.ch/
- http://milano.unicatt.it/master/comunicazione-per-le-industrie-creative-presentazione-2012-2013
- http://www.mediaartscultures.eu/wp/programme-2/
- La ricerca è stata condotta
congiuntamente dagli autori di questo libro su incarico del Polo della
Creatività Digitale e della Multimedialità della Regione Piemonte,
nell’ambito delle sue attività di animazione e promozione sul territorio.
La ricerca è stata affidata formalmente nel 2012 al CIRMA – Centro
Interdipartimentale di Ricerca su Multimedia e Audiovisivo dell’Università
di Torino, di cui Giulio Lughi era allora direttore, e aveva il compito di
monitorare soggetti regionali operanti nel campo della Creatività Digitale
e del Multimedia, nonché di proporre delle Linee Guida da utilizzare sia
per la stesura dei progetti da parte delle imprese, sia come griglia di
valutazione riguardo ai progetti da parte del board interno.
- Basti ricordare la figura di Leonardo
Chiariglione, ingegnere piemontese a suo tempo membro del CSELT di Torino,
poi Telecom Italia LAB, che a partire dal 1988 ha fondato e organizzato il
gruppo internazionale di ricerca MPEG (di cui è ad oggi Presidente) dove
sono stati elaborati gli omonimi formati di compressione audio-video che
hanno cambiato il volto del mercato e della fruizione della musica e
dell’immagine in movimento.
- http://www.i3p.it/; http://www.treatabit.com/
- http://www.trovarsinrete.org/ScritturaMutante.htm
- http://www.vrmmp.it/index.htm
- http://www.regione.piemonte.it/innovazione/poli-di-innovazione.html
- http://www.torinowireless.it/creativita_digitale_e_multimedialita_parte_la_gestione_del_polo_ict.php
- http://www.lets-create.eu/downloads.html
- http://www.css-ebla.it/css/index.php?option=com_content&view=article&id=26%3Aatmosfera-creativa&catid=1%3Alatest-projects&Itemid=50&lang=it
- http://www.fabermeeting.it/
- http://www.compagniadisanpaolo.it/contenuto.php?sezioneID=14&ID=1727
- http://www.alcotra-innovazione.eu/newseventi/attivita22to3.shtml
- http://i4school.csp.it/
- http://www.regione.piemonte.it/innovazione/notizie/por-fesr-2007-2013-progetti-innovativi-di-creativit-digitale-ideati-da-giovani.html
- http://viewconference.it/
- http://www.torinonordovest.it/wp-content/uploads/2013/10/CreativitaDigitaleSviluppoLocale_Report_ott.2014.pdf
TORNA ALL’INIZIO
6.
REINCANTO TECNOLOGICO
- http://www.repubblica.it/online/internet/maffes/maffes/maffes.html
- http://venicesessions.it/
TORNA ALL’INIZIO