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Business models for the
educational and cultural
     digital content
   cross-border market
      Raphael Mayer Aboav




  E-mail: raphael.aboav@tin.it
A unique Euro-Adriatic market
of the educational and
cultural content (digital and
not digital) could support
the rising of a new sense of
common Euro-Adriatic
citizenship, but
“In the twentieth century cultural
experience was mainly associated
with watching, listening and
reading. The dominant mass culture
– television – is engaging without
being too demanding.
It offers stimulation while people
are at rest. As a result it is             “   But   now another
often wonderful but oddly hollow.”         alternative is
                                           emerging, a mass
                                           culture which is more
                                           participative and
            “The traditional
                                           collaborative, which
            alternative to this
                                           is about searching,
            mass culture of
                                           doing, sharing,
            enjoyable watching was
                                           making, modifying. It
            the more demanding and
                                           is stimulating
            educative high culture
                                           because people become
            of intellectual
                                           active participants,
            inspiration and
                                           makers of culture not
            challenge.”
                                           simply receivers

Source: Cloud Culture - The future of global cultural relations
        Charles Leadbeater

                             
Increasing the investments in digital educational
story telling will generate more jobs in the field
of creative economy




                                                      La filiera del gusto in Italia,
                                                      definita come l’insieme delle
                                                      organizzazioni con i relativi flussi
                                                      materiali che concorrono alla
                                                      formazione, distribuzione,
                                                      commercializzazione e fornitura di un
                                                      prodotto agro-alimentar




        Source: British Council

   
   
In the ipothesis of an existing unique market for the
educational and cultural digital object how you imagine
              that can be generated value?
During our debate session we could try
to discuss this simple business model

                                  
                                                    

                     
                      



                                                           

                                                                
                                                                       
                                   
                                                           
                                                          

           
                                                 


                               
ICT and Cultural Heritage:
Research, Innovation and EU Policy

The ‘European Competitiveness Report 2010’ identified the
cultural and creative industries as one of Europe’s most
dynamic sectors, accounting for 3.3% of EU GDP and 3% of
employment. Beyond this important contribution to GDP,
the creative and cultural sectors are indeed a vehicle of
significant lifestyle changes and progress, including the
development of modern skills, adapting teaching and
learning   and   inter-generational   and   intercultural
dialogues.

Digital technologies continue to radically transform our
approach to creativity and culture. They modify not only
the way we access and preserve cultural assets but they
also provide us with unique tools to better create and
communicate. ICT has become a major vehicle for enriching
our "creative capital" that underpins our societal
vitality, our economic growth and ability to compete on a
global scale.
ICT and Cultural Heritage:
Research, Innovation and EU Policy

The   ‘European   Competitiveness    Report   2010’
identified the cultural and creative industries as
one of Europe’s most dynamic sectors, accounting
for 3.3% of EU GDP and 3% of employment. Beyond
this important contribution to GDP, the creative
and cultural sectors are indeed a vehicle of
significant   lifestyle   changes   and   progress,
including the development of modern skills,
adapting   teaching   and   learning   and   inter-
generational and intercultural dialogues.
ICT and Cultural Heritage:
Research, Innovation and EU Policy

Financing R&D and innovation: In 2011-12, the
Commission is investing around 100 M€ per year in
technologies for digital content and cultural
heritage. Support goes to research and innovation
in tools for content creation, access and
preservation.     It targets application areas
spanning from cultural arts to entertainment and
education. The underpinning technologies include
computer vision, advanced graphics, simulation
and   visualization       tools,   3D   immersive
environments, cognitive systems, multi sensorial
interactions and semantic based content search.


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Business models for the educational and cultural digital content cross-border market

  • 1. Business models for the educational and cultural digital content cross-border market Raphael Mayer Aboav E-mail: raphael.aboav@tin.it
  • 2. A unique Euro-Adriatic market of the educational and cultural content (digital and not digital) could support the rising of a new sense of common Euro-Adriatic citizenship, but
  • 3. “In the twentieth century cultural experience was mainly associated with watching, listening and reading. The dominant mass culture – television – is engaging without being too demanding. It offers stimulation while people are at rest. As a result it is “ But now another often wonderful but oddly hollow.” alternative is emerging, a mass culture which is more participative and “The traditional collaborative, which alternative to this is about searching, mass culture of doing, sharing, enjoyable watching was making, modifying. It the more demanding and is stimulating educative high culture because people become of intellectual active participants, inspiration and makers of culture not challenge.” simply receivers Source: Cloud Culture - The future of global cultural relations Charles Leadbeater
  • 5. Increasing the investments in digital educational story telling will generate more jobs in the field of creative economy La filiera del gusto in Italia, definita come l’insieme delle organizzazioni con i relativi flussi materiali che concorrono alla formazione, distribuzione, commercializzazione e fornitura di un prodotto agro-alimentar Source: British Council  
  • 6.
  • 7. In the ipothesis of an existing unique market for the educational and cultural digital object how you imagine that can be generated value?
  • 8. During our debate session we could try to discuss this simple business model                  
  • 9. ICT and Cultural Heritage: Research, Innovation and EU Policy The ‘European Competitiveness Report 2010’ identified the cultural and creative industries as one of Europe’s most dynamic sectors, accounting for 3.3% of EU GDP and 3% of employment. Beyond this important contribution to GDP, the creative and cultural sectors are indeed a vehicle of significant lifestyle changes and progress, including the development of modern skills, adapting teaching and learning and inter-generational and intercultural dialogues. Digital technologies continue to radically transform our approach to creativity and culture. They modify not only the way we access and preserve cultural assets but they also provide us with unique tools to better create and communicate. ICT has become a major vehicle for enriching our "creative capital" that underpins our societal vitality, our economic growth and ability to compete on a global scale.
  • 10. ICT and Cultural Heritage: Research, Innovation and EU Policy The ‘European Competitiveness Report 2010’ identified the cultural and creative industries as one of Europe’s most dynamic sectors, accounting for 3.3% of EU GDP and 3% of employment. Beyond this important contribution to GDP, the creative and cultural sectors are indeed a vehicle of significant lifestyle changes and progress, including the development of modern skills, adapting teaching and learning and inter- generational and intercultural dialogues.
  • 11. ICT and Cultural Heritage: Research, Innovation and EU Policy Financing R&D and innovation: In 2011-12, the Commission is investing around 100 M€ per year in technologies for digital content and cultural heritage. Support goes to research and innovation in tools for content creation, access and preservation. It targets application areas spanning from cultural arts to entertainment and education. The underpinning technologies include computer vision, advanced graphics, simulation and visualization tools, 3D immersive environments, cognitive systems, multi sensorial interactions and semantic based content search.