Social Live Streaming tools for the development of Virtual Workshops

C. García-García, J. Galán, R. Izquierdo

Abstract

The increase of Social Media on the Internet has brought an unprecedented revolution which has changed the existing social communication systems to date. Currently, a high percentage of population in the developed world has a smartphone with Internet connection that allows being permanently connected. This enables new ways of approaching some types of tasks that have traditionally required of simultaneity in space and time, such as the development of creative proposals by a large number of people.

Technological advances have allowed, in a few years, the size reduction of a computer to today's mobile devices. Among the multitude of specifications offered by next-generation devices, the continuous evolution of the imaging capture systems is a highlight. The existence of both front-facing and rear cameras, both capable for taking pictures or record video has become widespread in the majority of mobile devices.

This paper proposes the use of Social Live Streaming Tools in mobile devices in order to facilitate the development of creative workshops, using the virtual territory as co-creation area with the aim of promoting one-to-many communications, so that a lecturer can perform a mass communication, in real time and delocalized, without losing the possibility of interact with the audience. These tools also allow the possibility for each member of a creative team to swap between different roles (viewer at some times or lecturer at others), thus stimulating the creative process through social participation.

Keywords

Social media; Virtual workshop; Creativity; Live streaming; Co-creation; Social learning

Full Text:

PDF

References

Adell, J. and Castañeda, L. (2010). Los Entornos Personales de Aprendizaje (PLEs): una nueva manera de entender el aprendizaje. In Roig Vila, R y Fiorucci, M (Eds). Claves para la investigación en innovación y calidad educativas. Roma: Marfil.

Adell, J. (2012). Del Web 2.0 a l'Aprenentatge 2.0. Taller ensenyament amb el núvol. Avaliable at: http://www.svideo.uji.es/peli.php?codi=836 (accessed 1 June 2016).

Banks, M. (2010). Craft labour and creative industries. International Journal of Cultural Policy, 16(3) pp. 305–321. https://doi.org/10.1080/10286630903055885

Baser, J. A., Hasan, A., Sulaiman, J., and Buntat, Y. (2013). Informal Learning Model for Engineering Technology Teachers. Advanced Science Letters, 19(12), pp. 3730-3732.

Cenich, G., and Santos, G. (2006). Aprendizaje colaborativo online: indagación de las estrategias de funcionamiento. TE & ET, 1(1), pp. 1-8.

Chulvi, V., Mulet, E., Felip, F., and García-García, C. (2016). The effect of information and communication technologies on creativity in collaborative design. Research in Engineering Design, pp. 1-17. https://doi.org/10.1007/s00163-016-0227-2

Cormier, D. (2008). The CCK08 MOOC - Connectivism course, 1/4 way. In Dave’s Educational Blog (2 Oct. 2008). http://davecormier.com/edblog/2008/10/02/the-cck08-mooc-connectivism-course-14-way/ (accessed 2 June 2016).

Couldry, N. (2012). Media, society, world: Social theory and digital media practice. Cambridge: Polity Press.

Downes, S. (2013). MOOC. The resurgence of community in Online Learning. Blog Half an Hour. Avaliable at: http://halfanhour.blogspot.be/2013/05/mooc-resurgence-of-community-in-online.html (accessed 5 June 2016).

Galán, J., García-García, C., Díaz, D., Muñoz, A., and Pesudo, M. C. (2014). Use of videos and graphic tablets in the teaching-learning processs for handmade rendering in the degree in industrial design and product development engineering. Proceedings of 8th International Technology, Education and Development Conference (INTED 2014), pp. 6860-6868.

García-García, C., Felip, F. and Royo, M. (2016). Uso del social media como estrategia global de posicionamiento para estudios de arquitectura. Revista de Expresión Gráfica en la Edificación (EGE), 9.

García-García, C., Galán, J. and Izquierdo, R. (2016). The use of social media as a tool for positioning the personal brand of students in the degree of Industrial Design and Product Development Engineering. Proceedings of 10th International Technology, Education and Development Conference (INTED 2016), pp. 3232-3240. https://doi.org/10.21125/inted.2016.1754

Hart, J. (2011). Social Learning Handbook: A Practical Guide to Using Social Media to Work and Learn Smarter. Corsham, Wiltshire: Center for Learning and Performance Technologies.

Ludvall, B. A and Nielsen, P. (2007). Knowledge Management and Innovation Performance. International Journal of Manpower, núm. 28, vol. 3-4, pp. 207-223.

Mills, G. E. (2000). Action research: A guide for the teacher researcher. New Jersey: Prentice-Hall, Inc.

Norman, D. A. (2008). On the PLE. Blog of D’Arcy Norman, (March 5, 2008). Avaliable at: http://darcynorman.net/2008/03/05/on-the-ple/ (accessed 7 June 2016).

O'Reilly, T. (2006). Qué es Web 2.0. Patrones del diseño y modelos del negocio para la siguiente generación del software. Boletín de la Sociedad de la Información: Tecnología e Innovación, pp. 177-201.

Pérez Ortega, A. (2006). Cómo destacar sobre la multitud. La marca personal. In Briones, J. L., (ed.) Marketing Creativo, Tomo 2 Colección Emprender en el Siglo XXI. Sevilla: Emergia, pp. 1-21.

Ponce, I. (2012). Monográfico: Redes Sociales. (April 17, 2012) Avaliable at: http://recursostic.educacion.es/observatorio/web/en/internet/web-20/1043-redessociales (accessed 4 June 2016).

Prahalad, C.K., and Ramaswamy, V. (2004). Co-creation experiences: The next practice in value creation. Journal of Interactive Marketing, 18(3), pp. 5-14. https://doi.org/10.1002/dir.20015

Ritzer, G. (2013). Prosumption: Evolution, revolution, or eternal return of the same? Journal of Consumer Culture, 14(1), pp.3-24. https://doi.org/10.1177/1469540513509641

Rugg, A., and Burroughs, B. (2016). Periscope, Live-Streaming and Mobile Video Culture. In Lobaro, R. and Meese, J. (Eds) Geoblocking and global video culture. Amsterdam: Institute of Network Cultures, pp. 64-72.

Sanders, L., and Simons, G. (2009). A social vision for value co-creation in design. Open Source Business Resource, December. Avaliable at: http://timreview.ca/article/310 (accessed 5 June 2016).

Siekkinen, M., Masala, E., and Kämäräinen, T. (2016). Anatomy of a Mobile Live Streaming Service: the Case of Periscope. arXiv, preprint arXiv:1605.04270.

Siemens, G. (2004). Connectivism: A Learning Theory for the Digital Age. Elearnspace (December 12, 2004) Avaliable at: http://www.elearnspace.org/Articles/connectivism.htm (accessed 4 June 2016).

Siemens, G. (2013). Massive Open Online Courses: Innovation in Education?. In McGreal, R., Kinuthia, W. and Marshall, S. (Eds.) Open Educational Resources: Innovation, Research and Practice. Vancouver: Commonwealth of Learning and Athabasca University, pp. 5-16.

Stewart, D., and Littau, J. (2016). Up, Periscope: Mobile Streaming Video Technologies, Privacy in Public, and the Right to Record. Journalism and Mass Communication Quarterly, Special Issue: Information Access and Control in an Age of Big Data. https://doi.org/10.1177/1077699016637106

Telefónica (2016). Informe Sociedad de la Información en España 2015′ siE[15. Barcelona: Ariel.

Abstract Views

1320
Metrics Loading ...

Metrics powered by PLOS ALM





This journal is distributed under a Creative Commons Attribution-NonCommercial-NonDerivs 4.0 Internacional License.

Universitat Politècnica de València

e-ISSN: 2341-2593   https://dx.doi.org/10.4995/muse