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TALLERES

 
XVI Festival Internacional de la Imagen - ISEA2017
Junio 11 - 18, 2017
Manizales - Colombia
 
 
 
Espacios dedicados a la aplicación de conocimientos dirigido a los inscritos al evento, con temáticas que abordan diferentes áreas del diseño, la creación, hardware y software libre, curadurías digitales, fotografía, performance, emprendimiento, nuevos medios, graficas contemporáneas, entre otras.
 
 
 

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The Soundwalk as an Art Form: Building Bridges to Peace

 

Andrea Williams / USA

Rensselaer Polytechnic Institute

  

www.listeninglistening.com/isea-2017-colombia.html

  

The Soundwalk as an Art Form: Building Bridges to Peace presents an overview of the history of the participatory walk as an art form, including the soundwalk and its key concepts and development, while providing a theoretical tool box for creating ones own soundwalk as a transformative art experience. When leading a soundwalk we are combining the perceiver and the perceived, the participant and observer in an improvisatory way in the physical environment. Soundwalks guide us on a path primarily created by our ears. Sound artist, Andrea Williams, will lead a 45-minute soundwalk at Parque Antonio Nariño, located en the Manizales Downtown, an open space consisting of flower gardens, urban structures, and a small square for events. The park has been created to "eliminate segregation and contributing to healthy living". The soundwalk will focus on: How can we be in peace and harmony with our surroundings? What does peace sound like? How do we feel connected non-verbally to other beings? How can observing other species bring us a sense of peace that we can translate to being at peace with fellow human beings? Following the walk, there will be 45 minutes of break-out groups for discussion posted on the URL.

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Embracing adversity: biofeedback devices for audio-visual therapeutic stimulation

 

Martín Velez / USA
Koan Medialab

  

www.martancho.com

  

When life puts you in difficulty you can either run away from it, or embrace that obstacle and figure out how to take advantage by developing a creative method to benefit from it. Being born with a heart condition, I have always been exposed to biofeedback devices and it always intrigued me the sound and visuals that were created through these devices using my body as source for their input.

 

As part of my academic research, I started to incorporate my own physical condition into the creative process of art making. In that process I discovered techniques that allow us to control our vital signs, particularly meditation. Meditation is the practice of self-awareness and has effects in how we engage with our daily situations. Its practice can help people build strongest connections with their mind and body which can be used to create generative sound and visuals that is fed back into the person creating a feedback loop. This is particularly helpful for people with physical disabilities because they can use their vital signs to generate and control audio-visual content. This tutorial will teach attendees the technique of meditation, while wearing biofeedback devices to control an interactive audio-visual piece.

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Developing with the ESP8266: DIY processes for building interfaces

 

Miguel Vargas, Santiago Gaviria and Julian Giraldo / Colombia
Instituto Tecnológico Metropolitano - Unloquer

  

www.itm.edu.co

unloquer.org

  

The ESP8266 is an Arduino-compatible microcontroller that integrates WiFi capabilities in a miniature footprint, making it an appealing tool for artists and designers who need to deploy projects requiring remote or networked interactions between different components in an installation.

 

The workshop introduces participants to the ESP8266 showcasing three fully-fledged projects that expose different sensors and actuators that capture input from the environment and control physical objects.

 

We’ll cover a design process for prototyping and developing custom devices based on the ESP8266 showing how to sketch a circuit in a protoboard, making bakelite boards by DIY methods, and finally using Open Source CAD software to model boards for industrial manufacturing. The process emphasizes on good documentation as pivotal in collaborative projects where members contribute work on different schedules and locations.

 

Participants will go thru the experience of building one of the exposed projects and integrate its components from kits provided. The three projects consist on: the “Biostation”, with sensors for measuring humidity and temperature on air and soil, as well as gases and dust density; the “Automaton showing how to control an electrical or mechanical object; and the “eMotion”, a wearable that uses an accelerometer/gyroscope sensor to detect motion accurately.

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     25.Parametric form finding interaction snd sentience

Parametric Form Finding, Interaction and Sentience

 

Aaron Brakke / USA
University of Illinois Urbana Champaign

    

We are interested in providing participants an introductory course in parametric and interactive design within an architectural environment. Computation has become ubiquitous, is embedded in virtually every facet of our lives and is currently showing real promise to augment of lives in the way that Engelbart, Sutherland, Beer, Ashby and Pask were dreaming of when they introduced us to cybernetics. Within the field of architecture, the contemporary digital discourse has gained a significant level of maturity over the past 30 years. Computers have been absorbed, adapted, modified and evolved into a robust infrastructure that is changing the landscape of design conception, development, simulation, engineering, management, communication, construction and of planning the life-cycle of a building. It is within this context that this workshop has been developed. The scope includes an introduction to; modeling with Grasshopper in Rhino, digital fabrication processes, and interaction with Arduino. The course is oriented for participants who are new to these technologies. This day long workshop should help each student obtain fundamentals in parametric modeling and interactivity.

 

 

 

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Natural Resistance

 

Margaretha Haughwout and Ian Pollock / USA
Guerrilla Grafters

  

www.guerrillagrafters.org

  

The Guerrilla Grafters graft fruit bearing branches onto non-fruit bearing, ornamental fruit trees. Over time, delicious, nutritious fruit is made available to urban residents through these grafts. We aim to prove that a culture of care can be cultivated from the ground up. We aim to turn city streets into food forests, and unravel civilization one branch at a time.

 

For ISEA 2017, we demonstrate how to graft urban fruit trees in the Recinto district of Manizales. The Guerrilla Grafters teach participants how to use their internet tools and different kinds of tagging — from graffiti to electronics to attach to branches (disseminating information about the graft to humans and bees), and offer take-home grafting kits. We provoke a discussion on how specific cultivation practices can resist capitalist and colonial regimes of power. Here, conflicts between a variety of fruit eaters might be recast as something to be embraced, and not positioned as the opposite to peace.

 

We invite messy, rebellious solutions to the ways information can be shared for the purposes of expanding the urban commons in ways that simultaneously collapse binaries between public and private, nature and culture. 

 

 

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Shoptalk: Field Tools for Critical Making

 

Glenda Drew, Sara Dean, Beth Ferguson and Jiayi Young / USA
University of California, Davis - California College of the Arts

  

arts.ucdavis.edu/faculty-profile/glenda-drew

vucastudio.com

soldesignlab.com/

jiayiyoung.net/

  

Shoptalk: Field Tools for Critical Making engages participants to practice methods of thinking and making to promote social resiliency, art for social change, and participatory action for peace. This half-day workshop will give participants the opportunity to collaborate and build their own submissions for the Field Tools for Peace ISEA exhibition and online gallery, and explore new approaches to making.

 

Workshop leaders will start with short presentations about their own community arts practices and case study overviews. Workshop participants will then have the opportunity to introduce themselves and brainstorm topics and mediums to create projects with. Methods for collaboration through rapid prototyping and problem solving will include creative acts of listening, and shared narratives and visions of possible futures in both digital and public art installation.

 

 

 

 

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Co-creating and critiquing training methods for transdisciplinary collaboration

 

Roger Malina, G. Mauricio Mejía and Andrés Roldán / USA-Colombia
University of Texas, Dallas - Universidad de Caldas

  

www.strategicdesignlab.com/people-and-partners/

www.andresroldan.weebly.com

  

Although transdisciplinary collaboration is associated with efficiency and efficacy to solve professional and academic challenges, untrained teams may underperform because of collective cognitive limitations such as less ideation power, planning fallacies, or overvalue of shared beliefs. Successful transdisciplinary collaborations require appropriate practices and didactics. In this workshop the organizers will present a draft of best practices and didactics for teamwork and will ask participants to contribute to critique, extend and recommend from this draft. The expected outcome is a refined draft document of best practices and didactics for teamwork. The organizers will develop further and publish this document along with an annotated bibliography in the topic. We will use co-design methods to design the workshop with the participants. Activities include teamwork in a challenge, socialization, and debate of best practices. This workshop is associated with the panel proposal submitted on the same problem; many interested colleagues could not be included in the panel and this workshop will include the panelists and other ISEA attendees.

 

 

 

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     21.Form finding in function

Form finding in function

 

Catherine Harris / USA
University of New Mexico

  

cargocollective.com/landwork

  

Developing biomimicry from movement rather than structure, this workshop looks at using video to create morphology. We will be using basic video capturing tools to create motion studies of animals and people moving and engaging in basic actions like eating and drinking. We will then analyze that video in slow motion and create 3D models using digital and analog tools. These 3D models will take us close to a landscape view of structure. Landscapes are structures in motion through time and space. We will be using morphologies derived from movement to understand the landscape around us.

 

 

 

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Relational Listening

 

Teoma Naccarato and John Maccallum / Canadá-USA
Centre for Dance Research (C-DaRE), Coventry University - Center for New Music and Audio Technologies (CNMAT)

  

john-maccallum.com

naccarato.org/dance

  

In this workshop we guide a series of exercises intended to cultivate a relational quality of listening. Together, we will investigate a seemingly simple task: listening to and relating with a click-track. At times the click track will be generated by computer software, while in other moments the pulse will be derived in real-time from an electrocardiogram, worn by a dancer. As you listen, your challenge is not to follow, nor to anticipate the pulse. Instead, we ask that you attend to your unstable temporal relationship with the click track, such that you have agency to assemble and adapt the rhythmic textures that emerge between your actions and the media. This training process is highly structured and repetitive, and involves breathing, shifting weight, and eventually improvising in relation with the variable click track. While this technique was developed with contemporary dancers and musicians, it is accessible and relevant more broadly for researchers interested in approaches to somatic awareness within mediated environments, on stage and off.

 

 

 

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Sound Dialogues - From acoustic to gestural

 

Gonzalo Biffarella, Gustavo Alcaraz and Julio Catalano / Argentina
Universidad Nacional de Córdoba

  

abctrio.blogspot.com.ar

  

In this workshop we will approach critically towards data, considering it as a human political construct and learning to connect several representations of it: numerical, symbolic (code) and graphical (visualization) to speak and potenciate citizen voices, which is becoming more and more important in these times of data collection and releasing and in the particular context of post-conflict and the peace building efforts to come.

 

We will code and create data visualizations and use them to show twitter voices of several actors related with peace building in Colombia.

 

 

 

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Data [h]ac[k]tivism and visualization workshop

 

Offray Vladimir, Luna Cárdenas and Fernando Castro Toro / Colombia
mutabiT

  

In this workshop we will approach critically towards data, considering it as a human political construct and learning to connect several representations of it: numerical, symbolic (code) and graphical (visualization) to speak and potenciate citizen voices, which is becoming more and more important in these times of data collection and releasing and in the particular context of post-conflict and the peace building efforts to come.

 

We will code and create data visualizations and use them to show twitter voices of several actors related with peace building in Colombia.

 

 

 

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The Game of Dobble Debate: Play, Difference and Coexistence

 

Lynne Heller, Nina Czegledy, Judith Doyle, Anna Lew and Martin Shook / Canada
OCAD University

  

lynneheller.com

  

The Game of Dobble Debate: Play, Difference, and Coexistence is a research-creation project that investigates learning through design iteration, humor and play in the form of a card game, in order to encourage discussions about difference. Differing abilities are traditionally designated as disabilities but they could also be extraordinary ability, such as synesthesia. In the last decade, the role of game as a catalyst became foregrounded in various fields particularly in education and healthcare. This workshop aims to elucidate the difference and difficulties that is elicited through using play and humor rather than traditional play strategies. The Dobble Debate concept and practice was developed at OCAD University in Toronto. In addition to practice tests and successful introductory local workshops it was also presented at Transitio_MX06, Mexico City, the 17th Annual Convention of the Media Ecology Association 2016, Bologna Italy, and Multimedia, Cognition, - Art Therapy 2016 in Guanajuato, Mexico. Our aim is to improve the literacy of our workshop participants through this active participation creating a broader awareness. This will eventually contribute to grassroots participation in policy making. The goal is to create a deeper and more informed understanding and concern for different abilities - hopefully effecting positive societal change.

 

 

 

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Avatar life-review to support memory in older adults

 

Semi Ryu ans Stefano Faralli / USA
Virginia Commonwealth University - University of Manheim

  

www.semiryu.net

web.informatik.uni-mannheim.de/faralli/

  

This workshop will introduce an innovative therapy platform designed for older adults, with interactive avatars reflecting users’ speech, gestures, and emotional states in real time. This transdisciplinary project integrates electronic arts, gaming, computer science, gerontology, storytelling, and therapy rooted in Korean

shamanistic practice.

 

This system was designed to strive to enhance seniors’ quality of life, fostering communication among peers, caregivers, and family members, promoting intergenerational relationships by eliciting memories invested with emotion and buoyed by engaging play. Seniors act out reminiscences at various ages (child, teenager, adult, elder), embodying their life stories and those of significant others through configurable avatars. Avatars’ affective gestures and sound reflect results of sentiment analysis algorithms detecting the emotional contents of the user’s live speech.

 

This workshop will examine diverse aspects of the project: conceptual foundations, multimedia production, research findings based on formative testing with the senior target population, and avatar life-review system opening to public.

 

 

 

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Ecology and Eco-art: Seed Sculpture Lab

 

Adam Zaretsky and Kira Decoudres / USA
Marist College

  

kiradecoudres.bandcamp.com/album/zika

  

Abstract: The performative act of seed sculpting and seed balling is meant increase public awareness of politics and responsibilities surrounding anthropogenic effects on the environment. Through the creation of public installation of sculptures made of organic local edibles, exotics and import species, the computer-aided landscape design of urban architecture was disrupted by the lab’s participants. The pedagogical goals of the lab were to:

 

1. aid in public understanding of the relationship between ecoart and the environment

2. implicate participants in anthropogenic ecological effects

3. take an active and hands-on tactical stance on these issues and help in public analysis of eco-activist risks and benefits

4. get beyond the feeling of being merely living props or ornaments inside the design aesthetics of the urban outdoors

5. comprehend the politics, the ease and the responsibilities involved in the intentional release of exotic, non-local and mutant species into our living world

 

 

 

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     12.HAPLAB A sci fi workshop on horros and possibility

HAPLAB: A Sci-Fi Workshop on Horror and Possibility

 

Sophia Brueckner / USA
University of Michigan - Ann Arbor

  

www.sophiabrueckner.com

  

“A good science fiction story should be able to predict not the automobile but the traffic jam.” - Frederick Pohl

 

For decades, science fiction authors have explored both our wildest dreams and greatest fears for where technology might lead us. This workshop ties science fiction with speculative/critical design as a means to encourage the ethical and thoughtful design of new technologies.

 

Reading science fiction is like ethics class for inventors, designers, and engineers. Science fiction looks at current technological and social trends and extrapolates them into the future. It speculates on the consequences of these trends, both good and bad, if they continue unchecked. During this workshop, participants will use J. G. Ballard's "Answers to a Questionnaire", a story made up of only answers and with the questions omitted, as a jumping-off point to write one-sentence science fiction stories. Avoiding both blind optimism for technology as well as its polar opposite of overly Luddite thinking and cynicism, this constrained exercise will encourage the formulation of imaginative and whimsical ideas for new technologies with an attitude of critical optimism...hopeful yet careful.

 

 

 

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     11.Hyper listening praxis

Hyper-listening: praxis

 

Budhaditya Chattopadhyay / India
Leiden University

  

budhaditya.org

  

Contemporary world is strained with intensified conflicts between nations, and within various sects and segments of peoples. The future human societies need to learn how to resolve conflict of interests, values and beliefs. Acceptance and tolerance are essential for the humanity to navigate the challenging times ahead, which is marked by scarcity of natural resources and an unprecedented human-made decay in the environments, leading to possible anthropocenic calamities. It is my assumption that the root of all conflicts is essentially embedded in a lack of ability to listen carefully to the other. As philosopher Gemma Corradi Fiumara suggests, a propensity to listen to the others, without making immediate judgments, may potentially lead to bridge the troubled water of difference. My proposal is to employ an inclusive, mindful and contemplative listening practice coined “hyper-listening” as a way to approach conflict resolution.

 

 

 

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Art + Digital Culture <--> Public Policy

 

Ricardo Dal Farra, Felipe Londoño and Diego Pimentel / Canada-Colombia-Argentina
Concordia University / CEIArtE-UNTREF - Universidad de Caldas - Centro cultural San Martín

  

www.concordia.ca/finearts/music/faculty.html?fpid=ricardo-dal-farra

  

"Art + Digital Culture <-> Public Policy" will join invited expert speakers and will be open for participation of the general public too, considering that many people attending ISEA are also experts coming from a variety of electronic arts fields.

 

There will be test-cases and people presenting about their experience and perspective on public policies related to digital culture in general and electronic art/art & science in particular.

Among the organizers of this open discussion + workshop we have at this stage:

 

• Dr. Felipe Londoño, president of the Universidad de Caldas in Manizales, Colombia.

 

• Prof. Diego Pimentel, general director of Centro Cultural San Martin in Buenos Aires, Argentina.

 

• Dr. Ricardo Dal Farra, artist; Concordia University, Canada and CEIArtE-UNTREF, Argentina.

 

Other invited speakers, also with a well-known knowledge of electronic arts and digital culture policies will be joining the team, together with public policy makers.

  

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Elastic Spaces - Projected Narratives of Being and Belonging

 

Santiago Tavera, Anthony Head and Laura Acosta / Canada-United Kingdom 
Concordia University - Bath Spa University

  

www.santiagotavera.com

anthonyhead.co

lauramariaacosta.tumblr.com

  

The workshop, Projected Simulations of Being and Belonging, invites interdisciplinary artists and researchers to collaborate on a series of video projections to be displayed on the windows and facades of a building in La Universidad de Caldas and/or the city of Manizales. During this workshop, experiments with digital media will explore experiences of dislocation. Participants will combine fictional and personal narratives of belonging or displacement in order to construct digital visions of peace. Stemming from an exploration of states of dislocation and technical video/graphic experimentation, this workshop will result in the creation of outdoor projections in a public space. This workshop is about generating social collaboration between participants in order to work towards conflict resolutions between heritage surfaces and subjective narratives, past histories and illusions of the future, and finally, effects of war and visions of peace. Participants will have the opportunity to experiment with video camera setups, multiple projections on buildings, video mapping and motion graphic tools. The use of digital media presents the potential to simulate a state of disembodiment (elasticity, alteration, translation) for viewers and participants. Framing a public context with video projections allows for the simultaneous activation and archival of a cultural site.

  

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     08.Touch designer for creative performances

Touch Designer for Creative Performances

 

Mathieu Le Sourd / Canada
Maotik

  

www.maotik.com

  

Digital media offer a wide range of possibilities to bring out the relationship between sound and image, it allows music to be experienced as a total audiovisual experience. From 360° projections, mapping or light architecture, multimedia artist, Maotik, has experienced the art of sublime live music through the image and light.

 

This one-hour masterclass will teach you techniques to analyze sound features such as frequencies, tempo and other music gesture. By using software such as ableton live, reaktor and max for live you will learn how to break down a music composition for visualization purpose. Sound data will be communicated through OSC to Touch Designer in order to process reactive generative visuals. During this demo, you will also learn how to build an user interface or connect your Midi controller to manipulate your effects and perform live.

 

 

 

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Interactive Performances for Dance, Sound and Biosignals

 

Javier Jaimovich and Francisca Morand / Chile
Departamento de Sonido - Universidad de Chile

  

javier.jaimovich.cl

www.emovere.cl

 

  

This workshop will focus on understanding the meaning and possibilities of different physiological signals (biosignals) and the technologies available to measure them. We will demonstrate the use of different biosensors and discuss the creative methods used in our work at Emovere project, which focuses on developing interactive dance performances that utilize biosignals to amplify, understand and connect with the internal functions of the human body. We use physiological signals such as electromyography (EMG), electrocardiography (ECG) and electrodermal activity (EDA) as materials that access an intimate and – usually – inaccessible biological dimension that is in constant change, affected by external and internal stimuli.

 

The workshop will explore the rationale behind interaction designs, compositional techniques and outcomes of different artistic pieces that utilize biosignals in performance scenarios. Participants will join in a co-creative experience using their heart rate and speech with the objective of creating a collaborative sound environment that builds on explorations around sound poetry and biofeedback.

 

 

 

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     06.EDEN

EDEN - Ethical Durable Ecology Nature

 

Olga Kisseleva / France
Sorbonne

  

www.kisseleva.org

  

Working on the European Elm, endangered species since 80s, Olga Kisseleva has created the EDEN project.

 

The EDEN project is supported by the Sorbonne University (Paris), Tsinghua University (Beijing) and by Orange, the main telecom company in France. It gathers a network of researchers worldwide, in France, Brazil, China and Russia.

 

EDEN is a new kind of organic network based on vegetal medium.

 

Vegetal species can communicate with it's environment. They use different kinds of molecular emission. The communication can be established between trees of the same specie, but it can also be addressed to a different organism: insect, or animal, including human. This aptitude helps trees to optimize their vital mechanisms and to protect themselves from potentials aggressors.

 

EDEN, realized in collaboration with the Orange Telecom company transforms this encrypted communication into a comprehensive and open network. The trees included into the project can talk to humans trough Internet and let them know about any danger which could be perceived by vegetal before we knew about it.

 

The project could be adapted in Colombia for one of the local endangered species.

 

 

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     05.MetaMediaLab ontohacking  metagaming in the algoricene

MetaMediaLab: Ontohacking & Metagaming in the Algoricene

 

Jaime Del Val / Spain
Reverso - Metabody

  

www.metabody.eu

  

Metamedialab is a citizen lab for exploring and elaborating minor perceptions, a laboratory of research into the ways in which media shape societies not so much at the level of content but of their very structures, particularly in terms of how they organise perception. This is what we will call metamedia: the thinking of the very frameworks and perceptual structures mobilised by media. Ontohacking implies a critical reinvention of such structures, which alters the way bodies move, relate and constitute social ecologies.



 

 

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Domains, Publics and Access. WikiSprint for a Media Archaeology of the Present

 

Paz Sastre and Aisel Wicab / México
Universidad Autónoma Metropolitana

  

Domains, publics and access is an ongoing research in media archaeology of the present. The core of the research is a wiki where everybody can collaborate with cataloguing, preserving and documenting projects that offer access for the general public to the domains of art, culture, science, economics, politics and technology. The collection brings together projects that have emerged in different countries from the second half of the 20th century to the present day related to open access, open content, open government, open science, open design, open education, open spectrum, citizen journalism, citizen science, collaborative economy, commons, co-ops, crowdfunding, crowdsourcing, cryptocurrencies, DIY, free software, free culture, community currencies, solidarity economy, grassroots media, p2p, piracy, tactical media, etc.

 

The main goal is to preserve the memory of projects that appear and disappear day by day in different countries using the online tools such as Wayback Machine and MediaWiki. The reason for this is that historically the limits of access have never been stable and will continue to change but we are losing the traces of the present for future generations without even noticing it.



 

 

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Villages of the world workshop, an aesthetic technological mediation of identities and territories

 

Sebastian Gonzalez, Paola Fernanda Lopez, Paola Cuartas and Sebastian Lopez / Colombia
Estratosfera Visual Colective

  

estratosfera.com.co

 

The workshop "Villages of the world", a technological aesthetic mediation of identities and territories, consists of the creation of a video installation based on the collective construction of contents based on identity, memory and heritage.

 

The video installation seeks to generate new ways for the habitants of the San José sector of the city of Manizales, Caldas, Colombia (known for their problems of territorial organization) to relate to each other and to their territory through technological mediation, collective construction and participatory approach to community social empowerment.

 

"Las Aldeas del Mundo" consists of three moments (diagnosing and reflecting, questioning and doing, concluding, proposing and visualizing) characterized by experiential dialogues about identity, memories and heritage in relation to the territory, generating the video installation as a product.

 

 

 

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     01.Guidelines and resources for designing interactive and transmedia documentaries trough 10 examples

Guidelines and resources for designing interactive and transmedia documentaries through 10 examples

 

Arnau Gifreu-Castells / España
Open Documentary Lab - MIT

  

agifreu.com

 

Over recent years, the way we produce, teach and research new media has dramatically changed. The interactive non-fiction narratives have transformed the processes of producing, distributing and showing documentaries, and especially the processes involved in how the viewer relates to the text. One of these new media forms of narrative expression is “interactive documentary”. As a new media object, interactive documentary challenges traditional methods of study and dissemination. An interactive documentary is a kind of documentary that empowers the viewers by allowing them to take decisions that affect the narrative. When there are different media formats and platforms involved, we are talking about a transmedia documentary. The design and production processes in the so called forms of new media documentary differ substantially from traditional audiovisual documentary production. This session will show a set of case studies in order to provide some guidelines that could be helpful for producers who want to design and implement an interactive or transmedia documentary. The second part of the workshop will focus on providing useful resources for producers in Colombia and abroad, such as production companies, multimedia studies, broadcasters and grants for new media production.



 

 

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