Page 3 - AC/E Digital Culture Annual Report 2014
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AC/E digital culture ANNUAL REPORT 2014Establishing a serene dialogue between the world of culture and the new world of the Internet means, first of all, breaking down a series of prejudices that exist on both sides, and secondly, having the ability to analyse the transformations that are taking place in the medium to long term. The AC/E Digital Cultu‐ re Annual Report is being launched with the aim of making progress in both of these spheres by analy‐ sing the impact of the Internet and that of the cultu‐ ral world’s transition to the digital world, to help those working in the cultural industries to better un‐ derstand how, where and when their organisations should incorporate the new technologies.Theatres, museums, bookshops, libraries and art galleries have been far from oblivious of the way in which the new technologies have been playing a growing role in the way people search for, and find, all kinds of cultural content, information and leisure.The rapid expansion of third generation technolo‐ gies within the cultural industries, technologies such as face recognition, intelligent sensors, recommen‐ dation systems based on real satisfaction, interacti‐ ve applications for mobile devices, amongst other novelties, provides cultural organisations with an impressive array of new opportunities for enriching people’s experiences during the three phases in which they have direct contact with them:  the discovery phase, prior to visiting  the direct experience phase, during the visit   the experience‐sharing phase, after the visitAC/EAC/E, whose aim is to facilitate the promotion, de‐ velopment and internationalisation of the Spanish creative and cultural industries, will undertake an annual analysis of the main technological tendencies which cultural administrators should bear in mind over the coming years in order to gradually incorpo‐ rate them into these three phases. In the digital era cultural administrators need to determine how, where and when to integrate tools such as QR co‐ des, geolocation and augmented reality, amongst other possibilities, to develop new services that will enable cultural organisations to create on‐line expe‐ riences that meet the expectations of 21st‐century users.It is with this aim in mind that the wide‐ranging con‐ tents of this Annual Report have been divided into two large sections, so as to facilitate access to them by different target audiences. On one hand, the An‐ nual Report contains nine opinion pieces which ana‐ lyse the main technological trends from a very trans‐ versal viewpoint. That is to say, they contain somet‐ hing for everyone working in, or with an interest in, the cultural industries because their contents are applicable to every kind of cultural organisation. The transversal technological tendencies under scrutiny this year range from the impact the new concepts of gamification, transmedia storytelling and crowdfun‐ ding are having on the cultural industries, to such highly topical issues as culture in the cloud, how to sell culture through the Internet, and the role of the social media in the promotion of culture.AC/E DIGITAL CULTURE ANNUAL REPORTINTRODUCTION CURRENT PAGE...3


































































































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