1,354,747 research outputs found

    Digital Transformation. Metodi e strumenti per guidare l'evoluzione digitale delle imprese attraverso design, marketing e comunicazione

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    Questo testo affronta il sempre più attuale tema della digital transformation, un processo di evoluzione della cultura imprenditoriale e manageriale e di re-interpretazione digitale degli strumenti d’impresa. L’obiettivo è quello di delineare le opportunità reali e i limiti strutturali (in termini tecnici, metodologici e fisici) di questa trasformazione e di guidare il lettore in un percorso concreto, testato in differenti settori, che definisca i principi base per l’elaborazione di un approccio comprensibile, attuabile ed efficace. Nel proporre questo approccio, descritto attraverso schemi, tavole riassuntive e case history di differenti ambiti, il volume intende rispondere ad alcune delle domande che risuonano più frequentemente nelle organizzazioni: che cos’è la digital transformation? Si può fare? In che modo? E soprattutto, con quali risultati? Grazie a una visione di sintesi fondata sull’esperienza e la passione di chi dialoga quotidianamente con i diversi stakeholder, questo testo rappresenta una guida per tutti coloro che si occupano di processi di trasformazione digitale, a partire dalle funzioni del marketing e della comunicazione, e offre nuovi spunti per una più contemporanea interpretazione del ruolo del design nell’evoluzione della relazione tra domanda e offerta di mercato

    Transmedia phenomena: new practices in participatory and experiential content production

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    Nowadays we live in a society rich of a growing number of messages spread by multichannel and multimodal devices. A scenario that outlines the need of a designer able to manage the coexistence of multiple factors using his tools to overcome the problems of understanding information and access them. Starting from the complex nature of communication flows, we can define a main objective: to encourage a dialogue among people. For this reason, it is important to study the evolution of the existing communication systems, in order to understand the new collaborating and participative processes, and how media and languages have broken their historical isolation and incompatibility. Thanks to a large amount of theoretical assumptions, and according with thoughts and projects developed during these years, the aim of this work is to figure out a new form of literacy that allows us to develop content able to foster a rich user experience through the merge of different languages, media, technologies, and to rethink the participatory process. First of all, the work will highlight the developments in the communication field that are affecting society, exploring three main areas: audience, technology and user engagement. After this the paper will focus on The Spiral, a pan-European Transmedia coproduction, as an example of potential activities in order to do reflections on what are challenges and opportunities of the Transmedia Phenomenon within the broadcast production

    Evaluación de la estabilidad de la fijación en un paciente con síndrome de Ciancia: caso clínico

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    El propósito de este trabajo fue valorar la estabilidad de fijación, medida mediante microperimetría, en una paciente con síndrome de Ciancia operada de estrabismo en la infancia. Se compararon los resultados con una persona de edad similar sin alteraciones en el sistema visual. Se usó el microperímetro MAIA realizando una prueba de estabilidad de fijación durante 30 segundos y un examen experto. Los resultados mostraron valores mayores en los parámetros evaluados en la paciente con síndrome de Ciancia con mayor número y amplitud de los microsacádicos en comparación con el sujeto sin alteraciones visuales, aunque dentro de los valores normales. Por lo tanto, el tratamiento precoz del síndrome de Ciancia pudo ayudar al desarrollo visual, proporcionando a esta paciente una estabilidad de fijación normal. Sería necesario disponer de una muestra de mayor tamaño para confirmar o refinar esta conclusión

    Every Story Counts! The Importance of Storytelling as a Mythopoetic Engine in Brand Communication

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    Brands have always sought to establish relationships with their audiences through marketing and communication: two disciplines that are defined as natural enablers of transformation processes owing to their important role in connecting businesses with the market and consumers. This paper discusses the importance of storytelling as a mythopoetic engine (now amplified by technological developments) that allows brands (profit and non-profit) to use the power of stories to promote social values and to activate processes of change. The first part of the paper presents a formal approach to discussing the narrative phenomenon, and the second part of the paper discusses the use of storytelling in brand communication. The focus is on brands that have introduced social issues into their communication campaigns to strengthen their connection with audiences through the promotion of social values, and realities that use story-based strategies to activate sustainable social change

    Omega-Automata: A Coalgebraic Perspective on Regular omega-Languages

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    In this work, we provide a simple coalgebraic characterisation of regular omega-languages based on languages of lassos, and prove a number of related mathematical results, framed into the theory of a new kind of automata called Omega-automata. In earlier work we introduced Omega-automata as two-sorted structures that naturally operate on lassos, pairs of words encoding ultimately periodic streams (infinite words). Here we extend the scope of these Omega-automata by proposing them as a new kind of acceptor for arbitrary streams. We prove that Omega-automata are expressively complete for the regular omega-languages. We show that, due to their coalgebraic nature, Omega-automata share some attractive properties with deterministic automata operating on finite words, properties that other types of stream automata lack. In particular, we provide a simple, coalgebraic definition of bisimilarity between Omega-automata that exactly captures language equivalence and allows for a simple minimization procedure. We also prove a coalgebraic Myhill-Nerode style theorem for lasso languages, and use this result, in combination with a closure property on stream languages called lasso determinacy, to give a characterization of regular omega-languages

    BUILDING STORIES FROM BEHIND A SCREEN: MANAGING THE DESIGN OF STORY-BASED STRATEGIES REMOTELY

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    In the contemporary mediascape, storytelling emerges as a strategic asset in several fields, resulting in what Fisher [1] defined the ‘narrative paradigm’: the aptitude of people in communicating via storytelling and comprehending social interaction through a narrative logic. Relying on the ability of narrative to trigger emotions, memories, engagement and action taking, we have explored the role of design in developing narrative systems that are capable of creating an impact on real life. The focus of this article is work conducted by the ImagisLab research group (Department of Design, Politecnico di Milano) that aimed at activating processes of co-design, participatory video and collaborative story construction in which the distribution of story-based strategies allows stakeholders to interpret and participate in the narratives with which we are all surrounded. Throughout the paper we will refer to the ongoing project ACTS—A Chance Through Sport, that involves a prison inmate population, prison officers and public audience. As the COVID-19 pandemic has impacted both research and design practice, we aim to elaborate on the ongoing project ACTS, offering some reflections on how we should maintain and integrate the applied processes, tools and platforms within the story-design field, into day-to-day work in the postpandemic era

    TRANSMEDIA DESIGN FRAMEWORK. Design-Oriented Approach to Transmedia Practice

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    The book focuses on Transmedia Design, a field of research that allows researchers and practitioners to analyse, develop, and manage multichannel narrative-based communication systems. Transmedia practice has arisen from tacit knowledge and, furthermore, from a whole host of people benefiting from a significant amount of professional experience; people who operate according to non-explicit knowledge that has been changed by tradition. This is the reason why the planning process of narrative worlds and their distribution into multiple channels has not been regulated but, on the contrary, it follows a learning by doing approach: an approach that hails from a Renaissance studio model recovered from the design field. If we seek to apply the potential of this discipline to other areas compared to those classic areas connected to the world of entertainment, it is therefore necessary to develop a model founded upon a design practice that derives from the professional world. Or rather, we need to identify a set of interpretive instruments and guidelines for its very planning. The work aims to identify the main features of transmedia projects, to build a glossary that can be shared and to present an original framework: a conceptual and operational tool for designing multichannel narrative-based environments. In doing so, the book is aimed, on the one hand, at the scientific community in the field of design and, on the other hand, at practitioners, offering a description of the state of the art, national and international case studies and applied research experience

    Transmedia Design Framework. Design-Oriented Approach to Transmedia Research

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    The contemporary mediascape is witnessing the emergence of crossmedia and transmedia structures: phenomena that foster the sharing of meaning-making processes between producers and audiences, shaping society and influencing media habits. There are also a whole industry and a newborn scientific community that want to go beyond the conceptual confusion that covers these terms, trying to find definitions and sharing practices to develop compelling stories. This paper defines the “design-oriented” approach used for my PhD research into the transmedia field. The description of methodology and methods becomes an opportunity to develop observations about the role of the researcher in studying this field, and the relationship between researching and teaching experience

    From transmedia practice to transmedia design. The role of design in the development of transmedia projects.

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    Far from using the term transmedia as a simple adjective to characterise certain nouns, nowadays, transmediality can be considered a real way to execute projects tackling the complexity of the contemporary media scene. The aim of this work is to define the Transmedia Design discipline, by describing the project and research activities carried out at Politecnico di Milano, placing special emphasis on the Plug Social TV project. The main aim of the project is to test drive the communication processes and instruments which, through building storytelling worlds and their strategic and multichannel distribution (analogue and digital), can support the creation of a dialogue between interested parties present in the territory
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