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Presentation
Presentation
The media and digital platforms are the result of two historically separate trajectories: computing and media technologies. At the end of the 20th century the emergence of the first Internet browser led to exponential growth in knowledge, commerce and social media platforms. These platforms and their interfaces are obscure to most citizens, with significant impacts on their personal, professional and public lives. Information systems, computers, communication networks and mobile phones bring together the conventions of all other media: text, images (static and moving), audio, visualisation of spaces and information, and archiving. Digital media also have a set of characteristics that distinguish them from other media because they are written in binary language. More recently, content can be created autonomously, which introduces new existential challenges that must be considered and analysed in this degree programme.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 4
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Year | Nature | Language
Year | Nature | Language
3 | Optional | Português
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Code
Code
ULHT449-27174
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
The architecture of platforms and their expansion strategy: datafication, i.e., the systematic capture of user data; commodification, i.e., the transformation of online and offline activity into a commodity; the selection of user data and activities. The user/citizen as a product. Platforms as ecosystems. The governance of digital platforms and the compatibility between their private interests and the maintenance of public values: privacy, accuracy, security, and protection. The social effects of platforms, such as justice, accessibility, democratic control, and accountability. The role of interfaces as mediators of the citizen experience. Interaction and participation. The potential of games and cultural heritage in creating a European culture. Individual accountability and civic participation through the development of playful media experiences based on interactive storytelling tools.
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Objectives
Objectives
To know and critically analyse the role of digital platforms in contemporary society. Understand the language of digital media, its binary nature and its cultural transcoding through interfaces. Understand how remixes, manipulation and disinformation are facilitated by the numerical nature of digital. Understand the impact of digital interfaces and platforms on the collection and commercialization of user/human data and on the distribution of content that is not subject to regulation. Know the governance models of digital platforms and the compatibility between their private interests and the maintenance of public (European) values. Know to what extent digital platforms can enhance online and offline participation. Learn to build interactive playful artifacts that allow students to deconstruct digital media and platforms and, no less importantly, involve the audience/player in a reflective position regarding the central role of these platforms in the construction of a hyper-reality.
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Teaching methodologies and assessment
Teaching methodologies and assessment
A learning paradigm based on constructivism and constructionism, meaning an educational approach that emphasizes active, hands-on, and meaningful learning, where learners build their own understanding and knowledge through experiences. Learners create artifacts as a way to express their understanding and knowledge.
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References
References
Baudrillard, J. (1981). Simulacres et Simulation. Éditions Galilée. ISBN 2-7186-0210-4 Carpentier, N. (2015). Differentiating between access, interaction and participation. Conjunctions:354 Transdisciplinary Journal of Cultural Participation, 2(2), 7–28. http://dx.doi. org/https://doi.355 Livingstone, S., Wijnen, W. C., Papaioannou, T., Costa, C., & Grandio, M. (2013). Situating media literacy in the changing media ecology: critical insights from European research on audiences. In N. Carpentier, K. Schroeder, & L. Hallett, Audience Transformations: Shifting Audience Positions in Late Modernity. Routledge. https://doi.org/10.4324/9780203523162. Manovich, L. (2001). The language of new media. MIT Press. Van Dijck, J., Poell, T., & de Waal, M. (2018). The platform society: Public values in a connective world. Oxford University Press. https://doi.org/10.1093/oso/9780190889760.001.0001. Vicente, P. (2023). Os algoritmos e nós. Fundação Francisco Manuel dos Santos.
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Office Hours
Office Hours
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Mobility
Mobility
No