Source: Google
Such topics, within the problematic of these knowledge areas and modes, are organized into rhizomatic networks of content, as one of the possible paradigms.
Gilles Deleuze (1986, 1987) defines the rhizome as a configuration of knowledge including closely related topics together in a decentralized and not hegemonic network, that is, not privileging a central point ad eternum.
Moreover, such rhizomatic webs are not necessarily organized by scientific subjects or topics, but as well by social subjects, for instance scientific, technological and cultural/artistic authors, who are always social actors.
1.1. HERITAGES, SOCIAL/HUMAN SCIENCES AND ARTS
SOCIOLOGY, DIGITAL HUMANITIES & URBAN MEDIA ARTS & LITERATURE LITERACIES
Org. by Pedro Andrade, CITAR, Universidade Católica Portuguesa; CECS, Unversidade do Minho, Portugal.
EXAMPLE 1: MINI BIBS: BIBLIOGRAPHIC REFERENCES ON UNESCO MIL CITIES GLOBAL NETWORK
(suggestions by Prof. Felipe Ortiz, University of São Paulo, Brazil).
Ortiz, F., Grizzle, A., Borges, A; Ramos, F.; Mazzetti, B.; Silva Junior, O. (2020), Metrics of MIL Cities, Cultural Barriers and Artificial Intelligence analyzed under UNESCO's view: São Paulo case. In: Yanaze, M., Chibás Ortiz, F.(Org.). From Smart Cities to MIL Cities, Metrics inspired by UNESCO´s vision, ECA-USP, São Paulo, In: https://www.unesco.org/en/media-information-literacy/mil-cities https://www.unesco.org/en/legal-affairs/revised-recommendation-concerning-international-competitions-architecture-and-town-planning
UNESCO. (2023). Managing Transnational UNESCO World Heritage.. UNESCO Publishing.
UNESCO Cities Platform (2022), https://en.unesco.org/sites/default/files/pamphlet_-_unesco_cities_platform-v2-en.pdf)
UNESCO (2021) Recommendation on the Ethics of Artificial Intelligence https://www.unesco.org/en/legal-affairs/recommendation-ethics-artificial-intelligence
UNESCO (2019), Belgrade Recomendations on Draft Global Standards for Media and Information Literacy Curricula Guidelines - Recomendaciones de Belgrado de la UNESCO sobre el proyecto de normas mundiales para las directrices curriculares de alfabetización mediática e informacional, Access: https://en.unesco.org/sites/default/files/belgrade_recommendations_on_draft_global_standards_for_mil_curricula_guidelines_12_november.pdf
UNESCO (2018a), What is MIL City? In: https://en.unesco.org/globalmilweek2018/milcity
UNESCO (2018b), UNESCO’s multi-disciplinary approach and synergies with existing city networks UNESCO Cities Platform (2022), https://en.unesco.org/sites/default/files/pamphlet_-_unescocities_platform-v2-en.pdf)
UNESCO (1978) Revised Recommendation concerning International Competitions in Architecture and Town Planning
EXAMPLE 2: MINI LINKS: LINKS TO SOURCES ON ELECTRONIC & DIGITAL LITERATURE
(suggestions by Prof. Rui Torres, University Fernando Pessoa, Porto, Portugal).
Rui Torres is Full Prof. of University Fernando Pessoa, Porto, Portugal; founding member of Consortium on Electronic Literature (CELL), and member of Board of Directors da Electronic Literature Organization (ELO), about his pioneering personal and team works, within Electronic & Digital Literatures:
Consortium on Electronic Literature (CELL)-- https://cellproject.net/ .
CELL is currently under reconstruction using and creating Wikidata data for the new version. This is a project that involves a wide range of partners at an international level and which serves to share research in the area of electronic literature, establishing cooperative communication between databases dedicated to world electronic literature.
Electronic Literature Organization (ELO) -- https://eliterature.org/board/ Prof. Rui Torres organized: international conferencies such as: (https://conference.eliterature.org/archive/index.html).
Colections: (https://collection.eliterature.org/4); he dinamized critical databases: (https://directory.eliterature.org/); and is Editor of a book collection at Bloomsbury publishing house (https://www.bloomsbury.com/uk/series/electronic-literature/).
One of ELO’s members/directors is a Professor na University of Southern California (USC), where he coordinate the Humanities and Critical Code Studies (HaCCS) Lab, using and being mentor on Critical Code Studies methodologies.
ELO sponsored Dene Grigar to assure that The NEXT -- https://the-next.eliterature.org/ -- combines the characteristics of a museum, library and the preservation of electronic literature.
Prof. Luís Torres is as well member of the Advisory Board do Center for Digital Narrative at Universidade de Bergen (CDN) -- https://www.uib.no/en/cdn/161344/meet-advisory-board-center-digital-narrative – and accompagned, since its creation, the Electronic Literature Knowledge Base within project ELMCIP -- https://elmcip.net/ -- , which includes various documentation necessary to disseminate works of digital literature or literary criticism.
At a Portuguese level, he coordinated the PO-EX Digital Archive (Po-Ex.Net) -- https://po-ex.net/tag/poesia-digital/ -- including documentation about the material and critical production of digital poetry.
Other Torres’ references may be founded here:
@livros & revistas: Organization of academic publications and membership of editorial committees of scientific journals.
@artigos: Texts about communication, experimental literature and cybertextualities.
@poesias: Programming of digital poetry works that have been studied in articles and theses: @diálogos.
EXAMPLE 3: MINI QUOTES: A QUOTE ON A GAME FOR LEARNING (RESEARTAINMENT) HOW TO RESEARCH HERITAGES
"A Research Game is a new genre of serious game, which allows everyone to do research while playing.
It is illustrated here via a case study of sociological research using a Sociological (Re)search Game,
conducted in an art museum. As for a summary of the content structure, the chapter includes: firstly, an
introduction, that informs about the history of this game main pre-projects and versions, in three interconnected
phases; secondly, a section establishes some foundations for development of a Sociological
(Re)search Game; and three other sections discuss what regards the decision process when playing the
game and, at the same time, researching: ‘what to decide,’ including the core contents and its subjacent
story within the game; ‘why to decide,’ which introduces the player to some basic sociological knowledge,
mainly some ideas on art processes within a museum, where the game action occurs; and ‘how to
decide,’ which guides the player to learn some simple methods, in order to better play, but also to learn
how to research within a scientific sociological project (Andrade, 2023, p.118). "
Andrade, P. (2023). Sociological (Re)search Games: what, why and how to Decide, by Playing within a Study. In Correia, Anacleto & Marques, Mário (Eds.) (2022). Handbook of Research on Decision-Making Capabilities Improvement with Serious Games (pp. 118-150). Hershey: IGI Global.
For more details, see this site page 'PEDRO ANDRADE' :
HERITAGES CONSERVATION, HISTORY
Eduarda Vieira, Universidade Católica Portuguesa, CITAR, Portugal.
HERITAGES PRESERVATION, SCIENCES
Patrícia Moreira, Universidade Católica Portuguesa, CITAR, Portugal.
MEDIA ARTS FOR HERITAGES
Luís Teixeira, Universidade Católica Portuguesa, CITAR, Portugal
PUBLIC ARTS
José Guilherme Abreu, Universidade Católica Portuguesa, CITAR, Portugal.
INTERCULTURALISM AND COMMUNITIES' ARTS
Mário Caeiro, Polytechnic Institute of Leiria, Portugal.
ARTS AND DESIGN
Giovanni Montagna, Integrated Member of CIAUD Research Center for Architecture, Urbanism and Design,
of the Lisbon School of Architecture of the Universidade de Lisboa, Portugal.
URBAN AND MEDIA ARTS
Pedro Neves, Faculty of Fine Arts, University of Lisbon.
PHILOSOPHY AND AESTHETICS OF ART
José Pinto, Lusophone University, Lisbon
WORLD CULTURAL HERITAGE
Clara Cabral, Portuguese National Commission for UNESCO, Lusophone University, Portugal.
LITERATURES AND LITERACIES.
POETRY ON PROSE / PROSE ON POETRY:
José Martins, Universidade Fernando Pessoa, Porto, Portugal.
2. MEDIA, METHODS & COMMUNICATION
VISUAL METHODS, INTERMEDIA, PROGRAMMING
Jacques Bueno, CNRS, Université de Savoie-Mont Blanc, France.
POLITICAL VISUAL STUDIES
Fernando Contreras, Universidad de Sevilha, Spain.
QUANTIC COMPUTING ON SOCIAL DISABILITIES
Cícero Silva, Universidade Federal de S.Paulo, Brazil.
SEMIOLOGY, SCIENTIFIC CINEMA
Jane Almeida, Pontifícia Universidade de São Paulo, Lab Cine, Brazil.
TV, CINEMA, DOCUMENTARIES, VIDEOS
Luca Alverdi, Universidade Mackenzie, S.Paulo, Brazil.
CINEMA & MEDIA
José Matos Costa, University Alcântara Sénior, Lisbon, Portugal.
CINEMA & EDUCATION
Diogo Oliveira, University Alcântara Sénior, Lisbon, Portugal.
3. EUROPEAN URBAN POLICIES, CULTURES AND TOURISM
UNESCO MIL CITIES NETWORK
Felipe Ortiz, Universidade de São Paulo, Brazil.
EUROPEAN URBAN POLICIES
João Teixeira, Universidade Católica Portuguesa, President of Urbanists European Council, Portugal.
TOURISM, CULTURAL ANTHROPOLOGY
José Cunha Barros, Instituto Superior de Ciências Sociais e Políticas, Portugal.
ECOLOGICAL LOCAL MUSEUMS & TOURISM
Luís Figueira, Instituto Politécnico de Tomar, Director of L-tour.ipt - Tourism Laboratory. Director of the Agricultural Museum of Riachos.
HISTORY, CITIZENSHIP, NATURAL HEALTH AND MEDICINES
Carlos Ventura, Associação Academia Hipócrates, Instituto Macrobiótico de Portugal.
URBAN CULTURAL LEISURE, BODY HISTORY
Manuela Hasse, Universidade de Lisboa, Portugal.
CULTURAL EVENTS, MARKETING
Davi Mayer, Bradesco Advisor, Portugal
CORPORATIONS, VIRTUAL CAMPAIGNS, SEO
Victor Santos, São Paulo University, C.E.O of the Realize Hub firm, Brazil.