eCulture
Under eCulture the use of information and communication technologies is commonly understood in the field of culture, including entertainment, education and leisure.
term
The term is defined differently by institutions and stakeholders. With eCulture, more or less congruent, can be meant:
- The use of digital media in the culture industry.
- The dissemination of cultural heritage (e.g. literature , music , visual arts and performing arts ) via the Internet on the websites of museums or other public educational institutions and associations. * The digitization, archiving, marketing and communication of cultural content and objects.
- Current activities and worldwide cultural cooperation online in the field of art .
A more abstract systematization of eCulture:
- The online description of physical cultural artifacts , such as library catalogs, museum archives, museum exhibitions.
- The online representation of physical cultural artifacts, such as online catalogs, archives, and exhibitions.
- Online representations that are themselves cultural artifacts, such as net art .
- Generic "digital artifacts", in contrast to digitized objects, artifacts that were originally digitally generated. Examples of this are computer games, digital design or - in a broader view of culture - also computer viruses.
aims
In the area of cultural heritage as well as in the area of present-day culture, eCulture opens up a way to preserve it for humanity and to enable it to be dealt with interactively via digital access channels worldwide.
literature
- Alfredo M. Ronchi: eCulture - Cultural Content in the Digital Age Springer Berlin / Heidelberg 2009, ISBN 978-3-540-75273-8
Web links
- Fraunhofer IAIS - eCulture Factory project of Fraunhofer IAIS, MARS Exploratory Media Lab