Logo en.artbmxmagazine.com

Digital culture in the information age

Table of contents:

Anonim

INTRODUCTION

Culture as such refers to the customs, knowledge and uses that a community shares, however, by integrating the concept of technology, it is making endless information of all kinds available to millions of people, so the concept of culture it begins to take on different tints.

With the appearance of the Web or the Internet, information can be easily accessed, and at the hand of anyone with available equipment and access to a connection, however, there may be distortion in the documentation displayed.

The new generations are basing their learning largely on the material available on the net, obtained from their different technological devices, the knowledge they acquire can be called cyberculture.

Internet use has been increasing inordinately at the end of the 1980s, reaching 100,000 users, reaching 5,000,000 in 1995 and more than 1.7 billion in 2010. (Uzelac, 2010)

DIGITAL CULTURE

In recent years it has become a great source of research, because it can be considered as a digital version of cultural heritage, whether it be paintings, sculptures, music, dance, theater, architecture, natural environments, including different types of media. Communication.

Digital culture also extends its limits to digitally generated products, such as interactive storytelling or virtual reality or digitized versions of documents treasured in libraries or museums.

The content industry and expert managers in cultural heritage base their research on the cultural content of information, not on technology. Uzelac quotes Isidro Moreno in his writing “digital culture a paradigm”, saying that: “it is not true, as Some affirm that technology is ahead of content; since ancient times the authors have imagined impossible worlds that technology can make reality today »(Uzelac, 2010).

Digital culture can generate many contents for the dissemination of information, however it faces multiple obstacles to be able to adequately exponentially, for example:

  • Digital culture does not count as a priority in lines of scientific research, development and innovation. The training of specialized personnel is not in this field in the postgraduate field. Degree-level careers related to this topic are limited Difficulty in achieving adequate integration of personnel from the humanities, technology and sciences branch to create and fulfill digital culture objectives.

In European countries the attention to this type of culture is more developed, for example they have a thematic network called E-culture Net (European Network of Centers of Excellence for Digital Culture Research and Education) where emphasis is placed on the research objectives. of digital culture, integrating innovation plans, proposing projects from the point of view of different disciplines in order to identify the existing areas of opportunity, as well as define the influence on society, this project has four lines of research:

  • Smart environment. Easy access for society in general. E-learning. Interactive means for the formation and learning of cultural heritage, education and also leisure. Multidimensional environments and systems of representation and knowledge management. Means for the dissemination of knowledge, culture and internet tourism. Implement a generalized improvement to information management systems that have multilingual and multicultural systems.

DIGITIZED CULTURE

In recent years, culture has been approached from a different perspective, adding terms such as "virtual university", "digital library", "virtual museum", thanks to the application of different technologies or communication languages, the change of access to the information generates two phenomena:

  • The virtual storage capacity is considerably increased to the traditional physical forms, which allows saving not only texts, but also high-fidelity images, this information can be used by more users. The object of the culture has been Digitized in more and more places, since each entity is in charge of maintaining or transferring to digital information its own files or treasures, which are made available to users through the network.

Thanks to these two phenomena, information is available to users, generating a great universal cultural heritage that, in theory, anyone in the world can access. (Uzelac, 2010)

PROGRAMS THAT DRIVE DIGITIZED CULTURE

There are different programs supported by public and private institutions of the various governments that promote the digitization of cultural material.

A tacit example of this is the program called Europeana that counts 6 million objects among its databases such as books, newspapers, newspapers, photos, murals, paintings, drawings, films, newspapers, including TV programs. The aim of this type of program is to make known to the greatest number of people, the cultural content that is possessed in the different institutions, call them galleries, museums, libraries that are members of a group in Europe.

Another program of this nature is developed by the government of Spain with the network entitled CERES, which is a digitization of the contents of the 71 museums in Spain that provide 100,000 objects in their entirety.

SOCIETY OF INFORMATION

This concept is used to make the greatest amount of information and knowledge available to society through the exploitation of technological resources.

The digital age is providing new bases for the edification of human knowledge, using the most representative cases is that of UNESCO, which is the promoter of the program called Information for all program whose topics of interest include the inclusion of all people in the information society, the preservation of information considered of high cultural value and that can be easily accessed by the community.

This body has among its objectives:

  • Education must be available to all people. The interaction between towns, cities, communities, countries. Free access to knowledge.

In order to achieve these objectives, this organization proposed in 2007 a prototype called "World Digital Library". In the same way, this entity affirms that in this year only 11% of the world population had access to the internet, however in the last decade that figure has been altered considerably. (Uzelac, 2010)

The information society also manages other versions of the so-called digital culture, based on technology and the media to answer each of the doubts that they have almost immediately, the power of networks makes users lose hierarchies, who have greater access to information and thus operate with greater equality.

The society of now and of times to come will have a sense of complete assimilation of technology becoming increasingly mobile, the new economy becomes e-commerce by leaps and bounds.

The so-called "crowdsourcing" or "power of the crowds" will be essential in the lifestyle of future generations ("Keys to the new digital culture", s / f)

THE MILLENNIALS AS PART OF THE INFORMATION SOCIETY

Author Marc Prensk uses the term “digital natives” to refer to the community born with the new age of technology, people who see all those technological developments that did not exist until a couple of decades ago as a natural part of their environment.

This author defends that an individual considers everything conceived after birth as technology, because what exists will be part of their natural habitat. Millennials are considered to be people born between 1980 and 1994.

CULTURE AND COMMUNICATION IN THE INFORMATION AGE

Culture as such is: "the cultivation of the mind" that is to say everything related to the creation, transmission and reception of certain values, and technology is defined as a technique, a know-how, so when speaking of digital culture There is no talk of a new culture, but of the support of new broadcast technologies for the proper interaction of users.

According to Manuel Castells, there are other sources of information besides those recognized as techno-scientific, these sources also give rise to the Internet culture, these are the hacker culture, virtual communities and entrepreneurs (Castells, 2001).

Hacker culture. They are lovers of technological processes, generally self-taught, bearers of high amounts of creativity and innovation, creators and donors of cybernetic work and programs, generally under Linux systems, with copyleft characteristics, the latter directly collides with one of the dominant characteristics of conventional culture, called Copyright which is the so-called copyright.

Copyleft allows copy-free broadcasting and distribution, whose main promoter is the academic and activist Lawrence Lessing, who in 2001 founded an organization to defend this concept as a symbol of the new digital culture. He states that: “The right to author, but the work is allowed to spread, use and fertilize other creations. ” ("Keys to the new digital culture", s / f)

The entrepreneurs. Technology-based creativity, through entrepreneurship, many personalities have been able to achieve many technological advances that drive their companies to the highest levels of competitiveness.

The internet and digital culture have been significantly modified and increased due to the appearance of certain characters who have contributed their ideas and knowledge to the creation of new and better communication channels.

Virtual communities. Some elements have been added to the growing digital culture, generating a collective force with active users capable of participating and interacting. ("Keys to the new digital culture", s / f)

DIGITAL INFORMATION

ACCESS TO INFORMATION ATTRIBUTES

One of the great principles for cataloging information is the Cardinal Principle, however derived from its characteristics it prevents the new documents generated from having a broad description, derived from the needs of bibliographic description, the functional requirements model is created. This model defends in fact that any information entity can be described regardless of its nature. (García, 2016)

The bibliographic universe has been considerably modified through digital information due to the lack of a tangible object. Metadata is the basis for organizing information, which can be managed, controlled and even reused, performing the recovery and interoperability of different systems, which will result in the establishment of the context, type of resource and content.

The use of metadata in organizations should be applied appropriately due to the large volume of information that is handled, if it were done without coordination or planning, there would be chaos in the search and management of information.

The large amount of digital information that can be found available to users on the internet, or in virtual libraries, including in repositories, means that there are alternatives that describe them effectively and almost simultaneously, so specific rules will be established and labeling systems (García, 2016)

SOCIAL LABELING OF INFORMATION MANAGEMENT

When an individual makes use of so-called social networks, they must label their information to balance the operation between user and server. There are 5 essential motivators for the user to use the labeling system. Simple label, flexible label, extendable label, labels that can be added and recommendation. (García, 2016)

  • Simple label. The user creates routes to access the information and can add more than one tag. Flexible label. Adaptable to any type of situation. Extendable label. There may be the creation of new labels without any impediment. Tags that can be added. They allow adding information from other websites.

Recommendation. Use information must be added to the information generated.

BIBLIOGRAPHIC REFERENCES

  • 02-M73Garrido.pdf. (s / f). Recovered from: http://www.razonypalabra.org.mx/N/N73/MonotematicoN73/02-M73Garrido.pdfCastells, M. (2001). The galaxy, the internet. Earring.Keys of the new digital culture. (s / f). Retrieved on April 18, 2017, from: http://www.politicaexterior.com/articulos/economia-exterior/claves-de-la-nueva-cultura-digital/García, AAR (2016). The new guidelines for access to information. Library Research: Archivonomy, Library Science and Information, 30 (69), 121–142 https://doi.org/10.1016/j.ibbai.2016.04.015 González, MEL (2015). Organization of knowledge in the digital network. Library Research: Archivonomy, Library Science and Information, 29 (67), 77–89. https://doi.org/10.1016/j.ibbai.2016.02.037Uzelac, A. (2010). Digital culture,a converging paradigm where technology and culture meet: challenges for the cultural sector. Retrieved on April 18, 2017, from:
Download the original file

Digital culture in the information age