MAIN THEMATIC AND CONCEPTUAL NUCLEI OF THIS BOOK
[see Presentation for further details ]



Cyberculture – Mediatic civilization – Contemporary culture
Cognitive capitalism – Information feudalism
Pluralist ecology of culture and languages

Social division of intellectual work
Interdisciplinary field of study

Countercultures – Subcultures
Virtual communities – Social networks

Physical / concrete / geographic / urban space – Cities – Environment – Place
Cyberspace – Digital / virtual space – Information systems/territories
Territorialization and deterritorialization

Culture/communication/mass media – Online communication
Digital media / cybermedia – Locative media
Mobile technologies – Mobility culture – Nomadism
Virtuality – Virtual reality
Mixed / augmented reality
Ubiquitous computation
Multiuser platforms
Multisensory / tangible interfaces
Thematic networks – Databases
Images – Photography
Photoblogs – Blogs
Hybridisms – Space/ hybrid spatiality – Culture/hybrid reality

Change / transformation

Power – Micropolitics

Cognition / knowledge – Cognitive competencies
Collective intelligence
Immaterial labor

Subject – Body – Bodymind – Bodyspace
Sensory experience – Attention – Perception – Memory / extended memory
Passion – Love – Affection – Pleasure – Voyeurism
Subjectivism – Rationalization

Sociability – Modes of living – Lifestyles
Online socialization – Social inclusion

Human/computer interaction – Interactivity
Participation – Sharing – Collaborative network practices

Intermediation industry – Permission culture – Intellectual property –
Control of science and culture
Visibility – Electronic control, surveillance and monitoring – Spectacle

Rights (current and emergent)
Recombinant technologies – Remixing – Piracy
Open Access – Commons
Freedom – Free culture

Education – Interactive teaching and learning – Virtual learning environments
Science – Scientific knowledge (access, assessment and impact) –
Scientific production/communication
Cyberjournalism
Cyberarts – Artistic experimentation in digital media
Music (production-consumption chain)
Entertainment (mass and digital)
Consumption practices

Analysis methodologies
Criteria/indicators of evaluation of digital product quality