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El mayor reto que tenemos es encontrar cómo quieres aterrizar alguno de tus temas y cómo hacer una narrativa de ello utilizando las herramientas digitales. No me preocupa la parte técnica, sin duda creo que eso es tu mayor fuerte, pero sí tenemos que trabajar en ese objetivo de lo que quieres contar. Me gustaría si el viernes llevas escrito (o me lo mandas antes de clase), qué quisieras contar del tema de videojuegos y sobre el proyecto personal, cuál es esa propuesta de valor de esa marca personal. Qué quieres contar, qué quisieras hacer.

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Tema 1. La comunicación y las relaciones personales en el presente

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Tema 1. La comunicación y las relaciones personales en el presente

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Esta es otra opción donde puedes empezar el prototipo de tu narrativa. La vamos a ver en clase, pero revísala a ver qué te parece.

En la lista de Angélica hay unos proyectos hechos en Twine que puedes revisar.

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You don't need to write any code to create a simple story with Twine, but you can extend your stories with variables, conditional logic, images, CSS, and JavaScript when you're ready.

Twine publishes directly to HTML, so you can post your work nearly anywhere. Anything you create with it is completely free to use any way you like, including for commercial purposes.

The latest version of Twine is 2.8.0, released 27 November 2023.

Looking for the 1.x version of Twine? It's on the IF Archive.

The Twine Reference is a guide to the Twine user interface. If you're new to Twine, start here.

Once you're familiar with Twine, you should learn more about the story format you're using. Story formats are like game engines, and determine the features you'll have access to and the way you'll write code.

The Twine Cookbook has advice on how to choose a story format and easy-to-follow examples of how to accomplish common tasks with each of Twine's built-in formats.

Each of Twine's built-in story formats has an online guide:

Chris Klimas, who created Twine and leads its development, has a Patreon.

You can also make donations in support of Twine to The Interactive Technology Foundation, a registered 501(c)(3) nonprofit organization that provides support for the infrastructure of the interactive fiction community.

Some story format developers also accept donations. Visit the web site of the story format you use to find out how you can support continued development.

Non-financial support is important, too. You can help someone out with a question, contribute to the Cookbook, create tutorials of your own, help fix bugs in Twine or its story formats, or translate Twine's user interface to another language.

There are repos for Twine's story formats, too:

Twine is a registered trademark of the Interactive Fiction Technology Foundation. Hosting for this web site is also provided by the IFTF.

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Twine / An open-source tool for telling interactive, nonlinear stories

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https://www.elianasanchezaldana.com/

Ana, mira el perfil y los proyectos de Eli. Yo creo que te puede interesar mucho su investigación.

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Jeffrey Schnapp es uno de mis autores favoritos cuando hablamos de archivos. Él propone la animación de los archivos, es decir que sea posible interactuar con ellos. Si puedes leer todo está súper, pero sobre todo lee el capítulo "Archive you"

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View of Animating the archive | First Monday

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Libro "The Archive as a productive space of conflict" (te lo llevo a clase)

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https://brokenships.com/explore

Creo que este proyecto te puede gustar mucho. Los museos hacen archivos. Este es un museo digital sobre artefactos que quedan después de las rupturas amorosas, y tienen una pequeña historía que aporta a entender el artefacto. Esto se puede convertir en un archivo, darle metadatos, formas de búsqueda, categorías, etc.

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Museum of Broken Relationships is a physical and virtual public space created with the sole purpose of treasuring and sharing your heartbreak stories and symbolic possessions. It is a museum about you, about us, about the ways we love and lose.

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Museum of Broken Relationships is a physical and virtual public space created with the sole purpose of treasuring and sharing your heartbreak stories and symbolic possessions. It is a museum about you, about us, about the ways we love and lose.

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Revisa https://www.omeka.net/
Este es un software de acceso libre que te permite crear archivos. Al principio se puede ver muy ladrilludo, pero hay opciones para hacer diseño y lo mejor es que te deja maneras metadatos con DublinCore, ya te contaré bien qué es, o si lo quieres ir buscando.

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Getting started is easy with Omeka with our hosted service. Learn which plan is right for you

Share your collections

Upload and describe items with structured metadata and make them more discoverable.

Create interactive digital exhibits

Combine narrative text with digital media to offer rich interpretation of your collections.

ExhibitBuilder

Geolocation

Html5Media

Contribution

Publish for many platforms

Design one website accessible for phones, tablets, and desktops.

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A hosted service for Omeka, web publishing software for cultural institutions.

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Importancia de los metadatos en un archivo

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Importancia de los metadatos en un archivo

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https://theecmconsultant.com/metadata/#:~:text=Metadata%20is%20important%20because%20it,the%20content%20is%20all%20about.

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What is METADATA: Why Is It Extremely Important?

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Support by sharing this article on your social media networks Last Updated on 3 weeks Metadata and effective metadata management have gotten a lot of coverage in recent years. Most people have heard of the term but they don't know what it is, how it functions, or why it is so important in modern industry.

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https://www.instagram.com/depthsofwikipedia/

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See what the internet looked like exactly ten years ago today.

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Welcome to the official website of the Mobile Phone Museum, a charity with over 2400 individual models. We hope you enjoy your visit to our online museum and welcome donations if you have a device we are missing.
Visit Full Catalogue

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Welcome to the official website of the Mobile Phone Museum, a charity with over 2400 individual models. We hope you enjoy your visit to our online museum and welcome donations if you have a device we are missing. Visit Full Catalogue

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https://www.404pagefound.com/

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404PageFound – Active Vintage Websites, Old Webpages, and Web 1.0

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404PageFound - Nostalgic for old websites? 404PageFound showcases old websites that still exist. Dozens of Internet sites have not been updated for years and now serve a historical purpose.

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Este no es como tal un archivo, pero funciona para que veas lo que implica recolectar una serie de documentos (fotos, audio, video, ...) que tienen algo en común.

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Bookface Magazine :📕) (@bookfacemagazine) * Instagram photos and videos

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Artículo sobre el meme de Bernie Sanders

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Artículo sobre el meme de Bernie Sanders

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By 9 pm ET last night, Nick Sawhney knew he was in trouble.

Just a half hour earlier, still steeped in the afterglow of Joe Biden's inauguration, Sawhney had pushed live a website that lets you put a viral image of Bernie Sanders-seated, mittened, alone-atop any Google Street View image. The meme had already reached a fever pitch, with the Photoshop faithful placing the senator from Vermont in everything from Mortal Kombat to Edward Hopper's Nighthawks. But Sawhney's creation, born out of a group chat with friends, added layers of personalization, ease of use, and absurdity; because it fixes Sanders in the same coordinates regardless of his location, he occasionally looks as though he's floating, or sitting on a car, or in an otherwise unlikely orientation.

The site gained traction on Twitter slowly at first; friends retweeting, then friends of friends. A few verified accounts joined in. And then, as wonderful and perfectly timed internet creations do, it snowballed.

"I was freaking out because I was like, oh my god I'm going viral," says Sawhney, who by day is a New York University grad student focused on artificial intelligence and machine learning. "And then I was freaking out because I had to stop the site from crashing."

By 9 pm, he had already blown through the free tier offered by Heroku, the cloud platform that Sawhney is using to host the site. At 9:27 pm, as the requests piled up, he tweeted, "oh god oh fuck google dot com how to scale heroku app quickly." A Heroku employee happened to see it; within an hour Sawhney was on a video call with one of the company's engineers, figuring out how to keep his hastily constructed ship afloat.

"If I had known this was going to be the traffic, I would have made every single decision completely differently," says Sawhney. "When it blew up I realized that a website is more than just writing the code and putting it on there."

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He Made a Viral Bernie Meme Site. Now He Has to Keep It Going

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By 9 pm ET last night, Nick Sawhney knew he was in trouble. Just a half hour earlier, still steeped in the afterglow of Joe Biden's inauguration, Sawhney had pushed live a website that lets you put a viral image of Bernie Sanders-seated, mittened, alone-atop any Google Street View image.

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Esta playlist me parece brutal jajaja. Mira como desde algo ya existente puedes crear un archivo. Este es pequeño, y no tiene mayor desarrollo digital porque ya está en Spotify, pero me parece supremamente creativo y llamativo.

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Quisiera saber un poquito más de por qué te interesó este tema para realizar toda tu tesis de esto. El viernes me cuentas.

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Hay algo que se me hace chévere del mundo de las sustancias psicoactivas desde el diseño y son las líneas gráficas y colores de las publicaciones. Puede ser un trabajo interesante en lo editorial hacer algo con eso en espacios digitales.

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En esta carpeta te dejo textos que de pronto te interesan. Todos estos los vi en la clase de Eliana.

Ana María Vargas

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Sé que ya vas acabando, pero piensa en si hay algo que puedas desarrollar en esta clase que te ayude con la investigación que ya has hecho. De pronto puedas hacer un producto adicional.

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Como te dije en clase, me parece muy interesante. Podríamos cogerlo y mejorarlo en esta clase, críticamente revisar qué puede mejorar, si la plataforma es o no es la mejor, qué le faltaría, arreglar el hilo narrativo... etc.

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Poliamor

Encontré estas dos en Wired, me parece chévere que exploremos la relación entre poliamor y web a ver si nos da ideas.

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https://www.artesanaltecnologica.org/cuando-el-hacer-textil-documenta/

https://www.artesanaltecnologica.org/cuando-el-hacer-textil-documenta/repositorio-textil/

Puedes pensar en hacer una colección u archivo de prendas.

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Este proyecto (2018) buscó dar cuenta de la diversidad documental que puede emerger del que hacer textil artesanal. La investigación se guió por las siguientes preguntas ¿Qué se guarda en el hacer textil? ¿Qué nos dice eso que se guarda en su manufactura sobre estas formas de circulación pública del saber y las maneras en qué ellas están construidas por los afectos, la intimidad y el cuidado? ¿Qué podemos aprender de diversas formas de expresión pública, de pensamiento textil, a la hora de construir/diseñar repositorios y archivos? Las piezas a analizar fueron recogidas en Bogotá y aquellas seleccionadas formaron parte de una exhibición.

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Este proyecto (2018) buscó dar cuenta de la diversidad documental que puede emerger del que hacer textil artesanal. La investigación se guió por las siguientes preguntas ¿Qué se guarda en el hacer textil? ¿Qué nos dice eso que se guarda en su manufactura sobre estas formas de circulación pública del saber y las maneras en qué ellas están construidas por los afectos, la intimidad y el cuidado?

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https://www.racked.com/2017/2/26/14677684/miscarriage-funeral-grief-clothing

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Racked is no longer publishing. Thank you to everyone who read our work over the years. The archives will remain available here; for new stories, head over to Vox.com, where our staff is covering consumer culture for The Goods by Vox. You can also see what we're up to by signing up here.
When he found out he was dying, my grandfather took my grandmother shopping. They left the doctor's office reeling from the diagnosis - pancreatic cancer, a quick and guaranteed killer - and drove a maze of southern California freeways until they ended up at a department store in Pasadena. They wandered dazedly through the store, these two slender, alert people whose shadows stuck a little closer to their bodies, fingers slipping along racks of denim and holding onto rubbery escalator handrails.

Eventually, around a rack of sweaters, Al looked at Verna. They weren't big shoppers. "I guess I should buy you a sweater to remember me by," he said.

She didn't need a sweater to remember him, of course. It was an awkward gesture from a dying man in a complicated marriage. She doesn't remember whether they bought a sweater, but she remembers him every day, 27 years later. She remembers the engagement ring he was so happy to give her that he forgot to propose. She remembers what he wore when he was buried. She remembers the round rack of sweaters at the Robinson's May in Pasadena.

What do we do with the clothing of grief? I bought a black dress years ago to wear to a friend's wedding, but when a funeral came up a few months later, it was the only appropriate piece of clothing I owned. I've worn it to several funerals since and can't bring myself to wear it to any other occasion, touched by death as it has been. After making an appearance at my friend's wedding, the dress became set apart for a different purpose. In this sense, it is like Victorian mourning clothing, which was always set aside for the specific purpose of mourning - no little black dresses doing double duty for a cocktail party and a wake, but enormous black crepe dresses worn every day for years until the mourning period was over, or until full mourning lapsed into half mourning with its gentler rules of apparel.

I had reason to wonder about this again when I was cleaning out my closet last month. On the top shelf I keep a small box with bathing suits and other items of clothing I use infrequently. Removing the lid, I lifted up the gray sweater I had worn to the doctor's office in August.

"It zips up the back!" I had told my husband when he questioned whether I really needed another gray sweater. "I can undo it as my belly gets bigger!" I'd tried to demonstrate how the zipper would allow room for my stomach to grow, but it got stuck about one inch from the bottom. I pantomimed a pregnant belly larger than my growing bump. "Maternity!" I yelled, giant grin on my face. My penchant for gray sweaters would have to be indulged as long as my body was changing. I had started to feel better after months of morning sickness, and that trip to Nordstrom Rack to buy a new sweater was part of what made me feel human again.

The zipper was still stuck an inch from the bottom when I took the sweater out of the box. There were mascara stains on the sleeve. That pregnancy turned into nothing at all - a heartbeat at 9 weeks, then, at 13 weeks, nothing - and the gray sweater was the one part of it I couldn't bring myself to get rid of. Throwing it away seemed impossible and somehow unkind to the memory of the pregnancy, but wearing it was out of the question. So it went in the closet, and so it has stayed these last six months, through national upheaval and a second miscarriage and a million other questions about the nature of the world.

I keep these clothes - the gray sweater, the black dress - because I want to remember that the pain was real.

I realize this sounds very adolescent, but I keep these clothes - the gray sweater, the black dress - because I want to remember that the pain was real. The passage of time dulls the sharpness of memories and convinces me that perhaps the pain was never so bad. Other people have survived this, I hear my mind say, why are you so special? So the sadness gets tucked away with the sweater, to be pulled out and examined several times a year and then put back away where its nearness to death cannot touch me. I think now about the sweater my grandfather wanted to buy for my grandmother, and about the sweaters that she wears - solid colors, cardigans, neutral tones. An aesthetic that can wash from one place to the next, bleeding days into each other. We hold pain in our bodies and then cover those bodies with clothes, and in some strange osmosis the pain is drawn into the fabric and woven together with scent, time, and loss.

In The Year of Magical Thinking, her memoir about grief, Joan Didion writes about giving away her husband's clothing after he has died. She goes into his closet and folds piles of the shirts he wore on their early morning walks through Central Park, bundles them up, and takes them to the Episcopal church across the street. She opens another closet and collects socks and shorts in bags. She returns for his shoes, but she cannot quite bring herself to give the rest of them away. "I stood there for a moment, then realized why: he would need shoes if he was to return."

If time heals all wounds (it doesn't), then how do we examine the wounds that still plague us? We need a physical connection to the abstracted pain of past loss. The gray sweater, the black dress, the sweater set, the running shoes - in the instant of death, they become more than the sum of their parts. Their purpose is no longer to hide our nakedness or impress others or carry us from place to place. They are small monuments to monumental grief.

Anything I wear - anything I put on in the morning, or again at night - could, in an instant, become weighted with the gravity of loss.

And so we keep the clothing of grief, or we give it away. We pack it into a container. We inhale its scent, remember its promises, wish it could transport us back to the moments before the bad thing happened. The gray sweater is all I have of the miscarriage, and I won't wash it or wear it again until I have a healthy child. Even then, nothing is guaranteed. It's pure foolishness to think that this is a talisman against future losses, future grief. Anything I wear - anything I put on in the morning, or again at night - could, in an instant, become weighted with the gravity of loss.

My grandmother has lived alone these last 27 years. She falls asleep on a king-sized bed and wakes in her long nightgown, looking like nothing so much as a little girl from Texas who has somehow lost her way. She plays tennis and chases her cat and climbs up and down her stairs for exercise on rainy days. But someday, we will go through her drawers and divide up the things that she wore. She won't know, though. She'll be somewhere else, wearing new clothes, and I will be wearing the clothing of grief.

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What Do We Do With the Clothing of Grief?

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Racked is no longer publishing. Thank you to everyone who read our work over the years. The archives will remain available here; for new stories, head over to Vox.com, where our staff is covering consumer culture for The Goods by Vox. You can also see what we're up to by signing up here.

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https://www.saqa.com/resources/textiletalks

No sé si estás interesada en este concepto de colcha o "quilt". Se trata de las intervenciones y tejidos que hacemos con los textiles para crear algo nuevo. En Textile Talks hablan mucho de estos temas.

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features weekly presentations and panel discussions from the International Quilt Museum, Quilt Alliance, San Jose Museum of Quilts & Textiles, Studio Art Quilt Associates, and Surface Design Association. The programs are held online at 2 pm Eastern (11 am Pacific) each Wednesday and last approximately one hour.

Interested in supporting Textile Talks?
Please make a donation to help defray costs for the participating organizations.
Upcoming Schedule:
Wednesday, July 27, 2pm EDT (Register now)
A Stitch in Time: The Making of the Legacy Quilt
Presented by: Harlem Needle Arts and Quilt Alliance

Wednesday, August 3, 2pm EDT (Register now)
A Conversation with HollyAnne Knight
Presented by: Quilt Alliance

Wednesday, August 10, 2pm EDT
TBA
Presented by: Surface Design Association

Wednesday, August 17, 2pm EDT (Register now)
Al margen de las artes with Paola Carmago González
Presented by: SAQA

Wednesday, August 24, 2pm EDT
TBA
Presented by: International Quilt Museum

Wednesday, August 31, 2pm EDT (Register now)
Contemporary Curves by Audrey Esarey
Presented by: National Quilt Museum
View Previous Recordings
Preregistration is required. Content in Textile Talks presentations is intended for personal educational and inspirational purposes.
Want to stay informed about Textile Talks? Sign up for our email newsletter.

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features weekly presentations and panel discussions from the International Quilt Museum, Quilt Alliance, San Jose Museum of Quilts & Textiles, Studio Art Quilt Associates, and Surface Design Association. The programs are held online at 2 pm Eastern (11 am Pacific) each Wednesday and last approximately one hour. Interested in supporting Textile Talks?

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https://theslumstudio.com/about.php

Mira este proyecto! Busca a Sel Kofiga, el fundador a ver si encuentras una entrevista o algo.

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The Slum Studio is a Ghanaian multifaceted research project which focuses on creating textile art out of fabric waste.

Founded in 2018, our story is one that is birthed from the concept of remaking, repurposing and preserving the Ghanaian upcycle culture in the most exciting way possible. As a project born out of a daring interest in the politics of clothing, our artistic analysis and objective interest is inspired by and evolves around the numerous engagements and human interactions in secondhand clothing markets in our immediate spaces. By creating a visual dialogue through the medium of wear; we use the dynamic power of color, illustration and abstract expressionism as a language and mapping to reintroduce our audience into our relationship with material. As an contemporary project, we look at clothing as arguably one the most resilient aesthetics of tradition, where adorning the skin becomes a pivotal form for personal, cultural and communal identity. Our designs, motifs and compositions are a vivid illustration of ongoing chapters of our past, present and the future narratives in our clothing practices. It is one that talks about a certain community, our community.

We aim to merge the aesthetic and performative element in clothing to offer you a kaleidoscopic experience between body, self and mind. Fabrics used for each of our artworks are one hundred percent hand sourced from used and offcut fabrics in secondhand clothing markets.

You are welcome, please join us. It is going to be a wonderful journey

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The Slum Studio is a Ghanaian multifaceted research project which focuses on creating textile art out of fabric waste. Founded in 2018, our story is one that is birthed from the concept of remaking, repurposing and preserving the Ghanaian upcycle culture in the most exciting way possible.

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https://www.perrotin.com/artists/Sophie_Calle/1#news

Mira el trabajo de Sophie Calle, artista francesa que tiene unas formas narrativas muy interesantes. De pronto escucharla o leer un poquito de por qué hace su trabajo como lo hace te sirva para pensar formas narrativas con lo que tienes en mente. Hay un artículo muy lindo de ella en el Banco de la República.

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Sophie Calle has been described as a conceptual artist, a photographer, a movie director or even a detective. She has developed a practice that is instantly recognizable for a distinct narrative and the frequent combination of images with text. Discover Sophie Calle at Perrotin

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https://birdland.camp/

Mira este proyecto de narrativa no continua. Fue hecho en Twine!

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A young adult text game about falling in love, coming to terms with who you are, and saving your entire summer camp from weird alien bird monsters.

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https://ifdb.org/search?searchbar=system%3Atwine

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Learn more about search syntax.

You can help improve IFDB by adding a game to our database.

If you think you might want to repeat this search in the future, you can save the search parameters simply by bookmarking this page (adding it to your "favorites") in your browser.

Swan Hill, by Laura Michet (2013)
(19 ratings)

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Learn more about search syntax. You can help improve IFDB by adding a game to our database. If you think you might want to repeat this search in the future, you can save the search parameters simply by bookmarking this page (adding it to your "favorites") in your browser.

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https://www.befunky.com/features/photo-to-sketch/

Mira, estaba viendo que en este sitio puedes transformar fotos a algo más cercano a dibujo. Podrías pensar hacer cambios de las fotos para que parezcan ilustradas y usarlas en tu diseño.

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Photo to Sketch | Turn Your Photo Into a Drawing

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With a single click, elevate your photo by turning it into a sketch. You can choose from a variety of styles to create an artist sketch, graphic novel panel, and more!

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Ya leí lo que me enviaste, buenísima historia!! Me parece que tiene mucho potencial para volverse una narrativa de historia con ficción. Si es algo que te motiva, deberías meterte de lleno con la historia. No sé por qué mientras la leo se me vienen referentes a la cabeza como El robo del siglo, no sé si la viste. Es sobre el robo que pasó en el Banco de la República de Valledupar en el 94. Si no la has visto, te recomiendo que la veas en clave de narrativa. Empieza a pensar qué quieres hacer con esto: quieres informar a la gente, quieres adaptarlo para hacer una historia de ficción, ... Ve pensando eso y lo conversamos el viernes.

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Revisa las notas de Archivo que le puse a Isabella

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Revisa las notas de Archivo que le puse a Isabella

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Revisa un poco ese tema para que sepamos si te llama la atención irte por ahí o no.

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https://www.youtube.com/watch?v=1dldWAM7aD8&ab_channel=NetflixLatinoam%C3%A9rica

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El Robo del Siglo | Tráiler oficial | Netflix

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https://www.theatlantic.com/health/archive/2016/01/linear-storytelling-psychology/431529/

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But research suggests Borges ' reaction may be the more typical one, a reaction to the way humans naturally process stories. H. Porter Abbott, a professor emeritus in the English department at the University of California, Santa Barbara, calls the preference for linear storytelling " a fundamental operating procedure of the mind. " At around 3 years old, our brains begin to compartmentalize sensory information from the world around us into the components of an ongoing narrative, with each of us at the center. We view our lives as a series of actions, causes, and effects that together form an ongoing story.

And just as living within a story is universal, so too is telling them. Tens of thousands of years before Crowther wrote his review, his prehistoric ancestors were using this process to communicate critical information in a way that would stick ( a life-or-death warning about a dangerous predator, for example, is remembered more easily when told in story form). But at some point, prehistoric storytellers began spinning yarns for fun as well as survival - and the tools used to tell stories have remained largely unchanged over the thousands of years since. Abbott says some theorists consider three elements to be the " tripod " of any compelling story: suspense, curiosity, and surprise.

Matt Bezdek, a postdoctoral psychology researcher at the Georgia Institute of Technology, studies the neurological impact of those ancient tools in his lab today. "In moments when perceived threats to characters are increasing in a narrative, the audience focuses their attention," Bezdek says. "There's decreased processing of the visual periphery and increased processing of wherever the narrative is taking place."

When we watch movies, in other words, we remember more when there ' s more at stake. In memory tests, Bezdek says, people remember the events of a film that occur at moments of high suspense better than they do events from the movie ' s calmer points.

From epic poems, which often begin in medias res ( in the middle of the action) to the works of modernist authors like Virginia Woolf and James Joyce, storytellers in intervening millennia have increasingly experimented with non-linear narrative, weaving timelines, perspectives, and scenes and disordering structure.

" Disrupting the presentation of a story and deranging the order in which we are fed information is ancient, " Abbott says. " And it's part of the pleasure of narrative. The question is, when do you go too far? "

A published in s 23-minute film PLOS ONE in December 2015 may offer a clue. In that paper, a team of psychologists showed participants either an intact version of Alfred Hitchcock ' Bang! You ' re Dead,or a scrambled version of the same film, with the scenes presented out of order. Both audiences were instructed to lift a hand each time they heard the word " gun " spoken in the film, which centers around a 5-year-old who comes across a real gun and walks around town shooting at people, thinking it ' s a toy. The people who viewed the intact version performed significantly worse on the task than those watching the scrambled version.

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How the Brain Reacts to Scrambled Stories

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But research suggests Borges ' reaction may be the more typical one, a reaction to the way humans naturally process stories. H. Porter Abbott, a professor emeritus in the English department at the University of California, Santa Barbara, calls the preference for linear storytelling " a fundamental operating procedure of the mind.

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https://www.inklestudios.com/ink/

No conozco este software pero me lo mencionaron. Revísalo a ver qué encuentras!

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Getting Started

If you're new to ink, why not download Inky, our ink editor that allows you to play and test your stories.

The basics tutorial below has been written with a non-technical audience in mind, covering just the basics for people who want to write stories that they can put on the web.

And to see everything that ink has to offer, read the writer's manual, or buy the offical user's guide.

Basics tutorial Writer's manual The official guide

Inky

Write, test and export your ink stories all in one app.

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ink - inkle's narrative scripting language

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As used to author Heaven's Vault, 80 Days and Sorcery!: produce interactive scripts by writing in pure-text with ink markup.

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https://www.inklestudios.com/ink/

No conozco este software pero me lo mencionaron. Revísalo a ver qué encuentras!

# data[].attributes.attachment_link.readable_text
Getting Started

If you're new to ink, why not download Inky, our ink editor that allows you to play and test your stories.

The basics tutorial below has been written with a non-technical audience in mind, covering just the basics for people who want to write stories that they can put on the web.

And to see everything that ink has to offer, read the writer's manual, or buy the offical user's guide.

Basics tutorial Writer's manual The official guide

Inky

Write, test and export your ink stories all in one app.

# data[].attributes.attachment_link.title
ink - inkle's narrative scripting language

# data[].attributes.attachment_link.description
As used to author Heaven's Vault, 80 Days and Sorcery!: produce interactive scripts by writing in pure-text with ink markup.

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Sé que no vamos a ver JavaScript y tampoco espero que puedas desarrollar el nivel de animación que se requiere, pero te comparto este link el que puedes ver los códigos (y si te le mides a intentar a hacerlo), para que puedas animar un objeto al hacer scroll. No necesitas comprender del todo el código de JavaScript, muchas veces uno lo usa sin entender las reglas que expone el código pero funciona, así que uno aprende a adaptarlo y hacer que funcione para lo que uno necesita.

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Alvaro Trigo’s Blog - Web developing and design

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How to Create CSS Animations on Scroll [With Examples]

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CSS animations on scroll everywhere in nowadays websites. Learn how to trigger CSS animations on scroll in this article.

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Otra opción para animar alguna de tus ilustraciones es hacerlo de una vez en un programa como After Effects e incrustar el video como capa de fondo. Si no sabes usarlo me cuentas, yo hago mis animaciones ahí.

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https://www.vooks.com/

Conoces Voox? Este no tiene componentes de gamificación como hemos hablado, pero mira la belleza de las narrativas para niños en digital. Imagínate un libro así con tus textos de los miedos... divino!

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Vooks - Storybooks brought to life with beautiful animation!

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Vooks is an entire library of kids storybooks brought to life with beautiful animation, read-aloud narration, engaging music and sound, and read-along text.

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https://blog.hubspot.com/agency/4-tips-for-applying-gamification-to-children%E2%80%99s-content

Es súper cortico, pero tiene cuatro elementos fundamentales que podemos empezar a conversar para pensar en tu narrativa.

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This year a Digital Book World Conference & Expo panel focused on "gamifying" children's reading experiences in digital. It's a heated subject, and one that has vocal proponents and opponents - each with valid opinions and questions. The conversation probably warranted a longer session time, but here are four things people creating content for children need to keep in mind.

1. Today's kids are digital, but they're not the first generation of kids to be digital.

We cannot ignore the fact that this is the third generation that has grown up playing video games. It is a part of our culture, and kids are drawn to them over any other media. With today's generation of children, it's important to create content that leads to "replay-ability." Integrating game elements into children's books for pure entertainment can lead to increased "replay-ability" of a reading experience with the stealth effect of actually encouraging kids to read more.

2. Children's entertainment should not be gratuitous but have a purpose.

Curriculum- and learning-based gamified elements within a digitized story encourage comprehension, alphabet skills, understanding of word families, math concepts, etc., and will surely be supported by parents. Adaptive learning companies like Knewton clearly see the value in gamification applied in education, tapping into the reward and progress/level models of gaming that kids are already comfortable with. The chair of the Gamification Summit, Gabe Zichermann, provides an applicable definition: " Gamification is the process of using game-thinking and game dynamics to engage audiences and solve problems. "

3. Problem solving needs to be at the core of children's content.

If solving problems via engaging experiences is at the core, then rewards and achievements for a child's progress within the story - attributable to measurable goals - provide a satisfying result for both the child and parent. In the case of The 39 Clues series, Scholastic shifted the gamification element to a complementary (but core) online experience without disrupting the reading of the books. In this example, entertainment and imagination live in their purest forms on both mediums. This tactic can be applied within an application as well through content that is only unlocked when associated progress in reading takes place.

4. Remember, children's experiences are for fun.

These experiences can also transport a child into another world, life or situation. Storytelling can evolve in many ways on the digital page, and if tastefully done with an eye toward balancing the experience, gamification will succeed in satisfying both kids' and parents' expectations.

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4 Tips for Applying Gamification to Children's Content

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This year a Digital Book World Conference & Expo panel focused on "gamifying" children's reading experiences in digital. It's a heated subject, and one that has vocal proponents and opponents - each with valid opinions and questions. The conversation probably warranted a longer session time, but here are four things people creating content for children need to keep in mind.

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Ayer estuve leyendo todo tu documento, me encantan las historias, la idea, todo. Me parece que estaría buenísimo que intentemos hacer alguna prueba de cómo sería una de estas historias en digital, cómo organizar la narrativa, cuáles serían los componentes de gamificación que serían incluidos... me parece que es muy buena opción. Creo que cuando Andrés vaya a la clase le puedes contar y él te puede dar muchas ideas. Por ahora mi propuesta sería que elijas uno de los cuentos y empecemos a trabajarle, hacer unas bases y ver cómo te vas sintiendo.

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Te dejo en tu carpeta tres artículos de Wired, los tres con perspectivas muy diferentes de gamificación. Échales una leída y cuando las tengas conversamos sobre ellas.

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Estuve leyendo este artículo, se me hizo muy interesante. Mira cómo esto pasa adentro (en el juego) y afuera (en las comunidades gamers). Me cuentas qué te parece.

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En América Latina y el Caribe, las estadísticas señalan que hay unas 155 millones de personas que juegan habitualmente con videojuegos, el 48% son mujeres aunque ellas también conforman el 59% de las jugadoras casuales, siendo todavía "Candy Crush" su juego predilecto junto a "Super Mario Brothers". La sexualización y la concepción de las mujeres como objetos en algunos de los títulos más vendidos han colocado a la industria del videojuego la etiqueta de machista y homófoba, pero ¿está cambiando esta situación? Acerquémonos al debate.
España ya cuenta con 14 millones de personas aficionadas a los videojuegos, de las que un 45% son mujeres y un 55% hombres, según los datos aportados por la Asociación Española de Videojuegos (AEVI).El director de esta organización, José María Moreno, observa una equiparación en cuanto al consumo de estos productos que, inicialmente, estaban dirigidos principalmente a hombres. "Desde hace un tiempo hay un esfuerzo por parte de la industria para hacer contenidos de todo tipo. Eso sumado a la aparición de nuevos dispositivos, principalmente teléfonos móviles y tabletas ha incrementado la participación de las mujeres en los videojuegos", considera.

Pero el punto desde el que se partía no hace ni mucho menos fácil la transformación de este sector. La socióloga Anita Sarkeesean desarrolló una serie de vídeos documentales en los que explicaba los diferentes roles machistas que han acompañado a las mujeres en los videojuegos a lo largo de su historia.

La iniciativa, llamada "Tropes vs Women in Video Games" (Estereotipos contra mujeres en los videojuegos) fue recibida con rechazo y hostilidad por una parte de la comunidad gamer, que inició una campaña de acoso contra Anita Sarkeesean. La socióloga tuvo que cambiar de domicilio ante las amenazas de muerte que recibió e incluso tuvo que suspender una ponencia en la Universidad de Utah por un aviso de tiroteo si ella hablaba de machismo en videojuegos.

En esta secuencia de vídeos, Sarkeesean analiza distintos papeles en los personajes femeninos. Comienza con el rol de "Damisela en apuros", uno de los primeros en aparecer en los videojuegos y que han conformado la historia de los principales títulos hasta nuestros días. El ejemplo más reconocido es el de la princesa Peach, de la saga Super Mario Bros. Peach es secuestrada en 13 de los 14 juegos de la saga que se han desarrollado, en un relato inspirado en la película King Kong en la que tiene que ser rescatada por su novio Mario de las garras de los malechores. Solo en uno de esos 14 títulos se puede jugar con Peach como protagonista. Incluso en los juegos más actuales de Super Mario para Wii, en los que se permite participar hasta a cuatro jugadores, se la excluye de esa opción.

"Ellas se convierten simplemente en el objeto central de una competición entre hombres. En los juegos del patriarcado, las mujeres no son el equipo rival, son la pelota", explica Sarkeesean, que también como pone ejemplo el conocido juego de The Legend of Zelda. "En los 25 años de la saga, todas las encarnaciones de la princesa Zelda fueron raptadas, maldecidas, poseídas, convertidas en piedra o arrebatadas de su poder en algún momento. Zelda nunca ha sido la protagonista principal de su propia historia".

La periodista especializada en videojuegos Paula Croft cree que este personaje "ha ido evolucionando poco a poco". "en el último juego tenía un protagonismo mayor, le quitaron el vestido -que aunque parece poco relacionado, también le perjudica- y no era la típica damisela", cuenta. Anita Sarkeesean destaca que, en uno de los títulos de la saga, Zelda utilizaba otro tipo de vestimenta (más cercana a la de un hombre) y podía realizar acciones y ser relevante en la historia, pero en el momento en el que adoptaba su aspecto estereotipadamente femenino, con su vestido, "tardaban tres minutos en capturarla".

La debilidad de las mujeres se convierte en un rasgo deseable en los personajes femeninos y esto, según Sarkeesean, lleva a "mantener la creencia de que los desequilibrios de poder en las relaciones amorosas son atractivos, esperados o normales".

Un paso más grave es el fenómeno que la socióloga denomina en sus vídeos "Damisela en eutanasia". Es frecuente, y sucede cuando los personajes femeninos solicitan que se las asesine con la excusa de que van a convertirse en monstruos, van a ser poseídas por demonios o va a suceder otro hecho más grave. En Pandora's Tower 2013 y Duke Nukem Forever, son ellas las que piden expresamente que las mate su pareja o su captor.

En otras ocasiones, la muerte o el maltrato a las mujeres de los juegos proporciona el gancho motivacional de la historia. Las series Max Payne o God of War utilizan el asesinato de las parejas de los protagonistas masculinos como un pretexto para la búsqueda de venganza sangrienta.

Misoginia y sexismo

Otros videojuegos permiten matar directamente a las mujeres a golpes o con sus armas, como es el caso de la saga Grand Theft Auto (GTA), considerada una de las más machistas del mercado. Además, desde el tercer título de esta serie, el jugador (siempre un personaje masculino) puede comprar sexo de prostitutas. Es tan sencillo como pasear con su coche por la calle y llamar a una de ellas, podemos ver entonces en pantalla (de forma velada) como una mujer practica una felación al protagonista. Esta actividad incrementará la conocida como "barra de salud" del personaje, es decir, la energía que le permite correr, nadar o hacer cualquier tipo de actividad en el videojuego.

En la saga God of War es común introducir en la historia minijuegos que recompensan al personaje por haber tenido sexo con una o más mujeres. Se van pulsando diferentes teclas para culminar la acción y, al terminar, el protagonista recibe un suplemento de energía, sube de nivel en el juego, desbloquea pantallas o incluso gana trofeos. En la pantalla, un mensaje de completa sumisión: "Estamos listas para satisfacer todos sus caprichos".

En 2006 apareció en Japón un videojuego que consistía en acosar y violar a una mujer y a sus dos hijas (una de ellas, claramente menor de edad). La persona que deseara jugar a este título, RapeLay, se ponía en la piel de un acosador y moviendo su ratón podría simular manosear y desnudar a los personajes en un tren lleno de gente. También forzarlas a mantener una relación sexual. El juego fue prohibido en varios países del mundo, pero actualmente en Youtube hay tutoriales para poder conseguirlo sin censuras.

Otros títulos simplemente dotan de sexualidad a sus personajes femeninos con poca ropa, rasgos exagerados y formas de moverse o posturas eróticas.

DE LARA CROFT A ALOY, LA EVOLUCIÓN DEL PERSONAJE FEMENINO

La periodista Paula Croft no dudó en escoger el apellido de la famosa protagonista de Tomb Raider para escribir sus análisis de videojuegos. Afirma que es un personaje que le "encanta" por su evolución a lo largo de los años y cuenta a AmecoPress la historia de Lara como ejemplo de que la industria va mejorando.

Lara Croft fue diseñada en 1996 por Toby Gard, cuando salió el primer Tomb Raider. "En entrevistas siempre recalcó que se exageraban mucho sus atributos femeninos para dar a entender que era una mujer realmente, porque la mayoría de personajes eran masculinos o no aparecían en pantalla".

En Tomb Raider 2, cuando vieron el éxito que tuvo la primera entrega, el departamento de marketing decidió potenciar mucho más la sexualidad de Lara, llegó a salir hasta en la revista PlayBoy", explica Paula. En ese momento, el creador de esta protagonista femenina decidió marcharse, "no quiso cobrar más porque no le parecía bien lo que habían hecho con Lara", cuenta la periodista.

Para Paula Croft, redactora en MeriStation, el personaje de Tomb Raider refleja la evolución que ha habido en la industria de los videojuegos. "El 14 de septiembre saldrá el nuevo juego y vemos una Lara muy musculada, apenas tiene pecho, no lleva ya esa ropa corta que se la ponía solo para mostrar su cuerpo, y está preparada para enfrentarse a todas las aventuras que se le pongan por delante. Eso sí, siempre hay señores que se quejan de esto, aunque la mayoría agradecemos que sea más realista y acorde con los tiempos que vivimos".

Otro ejemplo que destaca la periodista es el personaje de Aloy, del videojuego Horizon Zero Dawn, protagonista femenina de su propia historia. "Su productora tuvo que aguantar críticas en cuanto a su físico, porque no era lo suficientemente sexy, pero me alegro de ver que se da menos importancia a estos comentarios, que anteriormente sí que las desarrolladoras y los departamentos de marketing quizá iban con cuidado con eso por si perdían ventas". Paula Croft considera que "cada vez hay más personajes femeninos" y que se están creando otro tipo de contenidos inclusivos, "como en Overwatch, que también se incluyen distintas sexualidades y un plantel muy diverso. Eso se nota también en los jugadores que acaban en ese juego, va conformándose una base mucho más respetuosa". Pero este es un proceso lento que, según Paula, solo puede completarse si "las grandes desarrolladoras se atreven a crear personajes femeninos y otro tipo de historias en juegos de alto presupuesto".

En esta línea, Lidia Arroyo, experta en género y tecnologías de la información y la comunicación (TIC) de la UOC, critica que la lógica que han seguido los juegos más vendidos sea tan agresiva y competitiva. Y echa en falta "un tipo de historia que no fuera solo centrada en matar y en la violencia más extrema, sino que busque desarrollar otras capacidades, como la estrategia intelectual, la cooperación, y conseguir misiones con otro tipo de técnicas".

"Una propuesta sería que desde el sector ayudaran a las mujeres para que desarrollaran videojuegos con mucho presupuesto (igual que lo tienen ellos) de máxima calidad a nivel audiovisual. Ya no solo videojuegos modestos que traten temas de género o tengan otra mirada, tendrían que tener la industria a su servicio, igual que los hombres", defiende la experta en TIC.

Machismo en la comunidad

Los contenidos van cambiando, pero una parte de la comunidad gamer sigue siendo muy reaccionaria a la presencia femenina. En competiciones online de deportes (conocidas como esports) los hombres ocupan un 90% de las plazas para jugar y las mujeres solo el 10% restante. Se trata de eventos con gran popularidad mediática que incluso se retransmiten ya por televisión.

No es fácil para ellas llegar hasta allí. Remilia, una estadounidense de 20 años, estuvo a las puertas de convertirse en la primera mujer en competir en la League of Legends Championship Series, pero decidió abandonar a su equipo después de que su imagen apareciera unos segundos en pantalla y recibiera numerosos comentarios ofensivos por su supuesta transexualidad. "Cuando mi equipo celebraba el pase y concedía entrevistas, me senté en posición fetal, lloré y me tomé un tranquilizante", declaró.

Chloe Sagal fue una importante desarrolladora de videojuegos. Creó un título indie gracias a la financiación que obtuvo por un crowdfunding. El lado más machista de la comunidad gamer acusó a Chloe de usar ese dinero para una operación de cambio de sexo, ya que era una mujer transexual. Ella terminó suicidándose prendiéndose fuego.

En el verano de 2014, se inició una campaña en conocidos foros y páginas web de videojuegos llamada Gamergate. Se originó por una serie de rumores acerca de que Zoe Quinn, la desarrolladora de un videojuego indie que buscaba ponerse en la piel de una persona con depresión, había mantenido una relación con un redactor de la importante web de videojuegos Kotaku. Los rumores los extendió el ex novio de Quinn, y fueron la chispa que encendió todo un polémico enfrentamiento.

Muchas de las personas que apoyaron el conocido como Gamergate aseguraban que lo que se pretendía criticar eran los tratos de favor de los periodistas a determinadas creaciones de videojuegos por relaciones personales con las personas que los desarrollaron, pero detrás de ello se desarrolló una corriente misógina que llevó a cabo amenazas de muerte contra Zoe Quinn, Anita Sarkeesean y otras conocidas mujeres del videojuego.

En España también hubo casos similares, La gamer Marina Amores decidió organizar un evento solo para mujeres, por la necesidad de tener un espacio seguro en el que hablar de videojuegos sin recibir acoso o comentarios misóginos.

El acto, llamado Gaming Ladies, fue duramente criticado y Marina Amores terminó abandonando las redes sociales. "Ir en contra del statu quo, como sabrá cualquier feminista, es una cuesta arriba, y yo, personalmente, me he quedado sin fuerzas para seguir tirando", decía en su mensaje de despedida, después de reconocer que el acoso recibido le causó "problemas de salud".

Una minoría que hace mucho ruido

El videojuego se ha convertido en la primera opción de ocio a nivel global. Según José María Moreno, en España factura casi 1.400 millones de euros, "casi el doble que el cine y la música juntos". La variedad de videojuegos en el mercado es inmensa, pero el director de la AEVI lamenta que siempre prevalezcan en la imaginación los títulos más ofensivos o los ejemplos más extremos, generalizando a toda la industria. "Es un sector muy abierto a los géneros y a las razas, y a medida que se han ido sumando mujeres se está enriqueciendo el sector con sus ideas y sus formas de trabajar y está resultando más atractivo a otros públicos", apunta.

Moreno insiste en que los hombres que utilizan los chats de los videojuegos para acosar "son una minoría". "Están amparados por el anonimato que tienen. Lo que estamos trabajando desde la asociación y proponemos al Gobierno es formar mejor a los jóvenes. Educar en igualdad, porque los videojuegos no tienen la culpa de todos los males, son ficción".

Para Lidia Arroyo, no se trata simplemente de ficción. La experta en género ha trabajado en prevención de violencia machista en jóvenes y considera que el sexismo y las acciones violentas hacia los personajes femeninos que los videojuegos permiten vivir en primera persona pueden desencadenar una "normalización" de la violencia contra las mujeres. "Refuerza la imagen de la masculinidad agresiva que puede hacer lo que quiera con el cuerpo de las mujeres".

El director de la AEVI recuerda que el sistema de clasificación por edades y contenido de los videojuegos es muy detallado, "lo que no puede ser es que se compren videojuegos a los niños y niñas que no vayan acorde con la edad establecida. Tú no pones a tu hijo una película porno o una de terror si no tiene la edad para ello". Además, recuerda que existen todo tipo de mecanismos de control parental para bloquear contenidos y medir el tiempo que pasamos en frente de la consola.

Lo mismo considera un grupo de jóvenes que creó la web "Cosas de chicas gamers". "Lo que debería cambiar es la mentalidad de los jugadores. Nadie quiere quedarse sin GTA pero debemos ser conscientes de que los comportamientos que aparecen en ese juego no son los correctos". El proyecto empezó con dos mujeres, pero después se incorporaron hombres. "Queríamos que todo el mundo pudiera participar, pero conservamos el nombre de la web en femenino para darle más visibilidad a la mujer en esta industria", explican a AmecoPress.

Este grupo garantiza que no ha recibido comentarios machistas a pesar de que el nombre de su página sea femenino y defiende que no consideran a la comunidad "machista", sino que creen que se trata de "casos individuales que hacen más ruido del que deberían". Las chicas de la web sí reconocen que han recibido mensajes de flirteo cuando han utilizado un nick o personaje femenino para jugar.

Añaden que no se sienten incómodas jugando a títulos con algo de contenido machista, pero identifican cuándo la sexualización de los personajes es innecesaria y la rechazan. "Por ejemplo, dicen que Quiet en Metal Gear Solid V: The Phantom Pain, aparecía semi desnuda porque hace la fotosíntesis... En nuestra opinión, una excusa absurda".

La periodista Paula Croft, en cambio, sí admite haber recibido comentarios misóginos cuando su imagen o su voz ha aparecido en vídeos o en determinados reportajes. "El mandarte a fregar es muy usual, pero se va depurando poco a poco". En su profesión sí que ha notado que se cuestiona más lo que dice ella que si lo dice un compañero varón. "Te lo intentan explicar. Sí que he notado que son un poco más insistentes si detectan que eres una mujer y tienes alguna 'falla' en tu carné de gamer".

La brecha de creadoras de videojuegos

A pesar de que el número de consumidoras de videojuegos esté aumentando y, prácticamente, equiparándose al de hombres, hay una clara brecha en este sector que se encuentra en el número de mujeres que se dedican al desarrollo de estos productos (informáticas, ingenieras, etc).

Según el Libro Blanco del Videojuego, en España hay un 17% de mujeres en la parte del desarrollo de videojuegos, un porcentaje en la línea con el 15,4% de mujeres especialistas en tecnología también en nuestro país. "Yo creo que el problema no es que la industria del videojuego sea poco atractiva para las mujeres, sino que hay pocas mujeres que están enfocando su carrera hacia las TIC", apunta José María Moreno.

Ante esta situación, el director de la AEVI insiste en la importancia de la formación y la educación. "En las etapas tempranas se deberían incluir asignaturas relacionadas con lo tecnológico y lo digital, y hacerlas atractivas para las niñas". Por otra parte, Moreno destaca que a la industria llegan muchas mujeres por otras ramas, como el diseño, el proceso de arte, los puestos de marketing, finanzas y comunicación.

Para tratar de reducir esta brecha, en España ya se están incorporando iniciativas como el Girls Make Games, unos campamentos de verano surgidos en California que en nuestro país llegaron en forma de talleres dirigidos principalmente a niñas de entre 8 y 17 años, y orientados a incentivar el interés en la programación de videojuegos. Las niñas pueden trabajar en el desarrollo de juegos, crear prototipos, tener referentes femeninos y apoyarse entre sí.

La cofundadora de este proyecto en España, Eleazar Herrera, tiene claro de dónde viene el desinterés de las mujeres por las TIC: "¿A qué juegan las niñas y a qué juegan los niños? Ellos suelen montar piezas; ellas suelen cuidar muñecas. Parece algo del siglo pasado, pero los estereotipos de trabajo industrial y de trabajo de cuidados condicionan nuestra relación con la tecnología".

"Ninguna de las niñas llega pensando que no puede hacerlo; están allí para aprender y se lo toman como tal. ¡Es que ni se plantean tener expectativas! Los adultos deberíamos aplicarnos esto. Sería liberador", zanja.
Autora: Fotos: AmecoPress, capturas de Youtube, Wikimedia y sitios de videojuegos Viñeta: AlfaBetaJuega.com Laura Campillo Sánchez

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Sexismo, estereotipos y acoso machista en la comunidad gamer, ¿ha cambiado la industria del videojuego?

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En América Latina y el Caribe, las estadísticas señalan que hay unas 155 millones de personas que juegan habitualmente con videojuegos, el 48% son mujeres aunque ellas también conforman el 59% de las jugadoras casuales, siendo todavía "Candy Crush" su juego predilecto junto a "Super Mario Brothers".

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Mira esta locuraaaa, lo saqué de este artículo:
https://www.nytimes.com/2020/06/23/style/women-gaming-streaming-harassment-sexism-twitch.html

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Survivor Stories of Harassment/Abuse/Assault within the gaming live-streaming industry

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Mira esta cuenta

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Laura (@feminismoen8bits) * Fotos y videos de Instagram

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Si miras el cuadro, te puedes dar cuenta de que casi todas las denuncias se hacen a través de redes sociales. Hay hilos de Twitter, cuentas de Instagram, canales en Twitch... muy loco. Me parece interesante que puedas indagar sobre esas narrativas en las redes sociales, eso nos puede ir dando claridad.

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Sobre tu experimento(del que me contaste el lunes)

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Sobre tu experimento(del que me contaste el lunes)

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Me parece súper si el viernes me puedes mostrar lo que hiciste y cuáles son tus reflexiones sobre eso

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Mientras me cuentas bien qué te gustaría hacer, podemos pensar en los tipos de contenido narrativo que quisieras sacar. Mira este ejemplo que te dejo abajo de marcas que cuentan historias, que desarrollan narrativas más allá de lo básico. Esto nos puede servir por si quieres trabajar en esto, que desarrollemos tu marca personal y puedas hacer unos desarrollos digitales que cuenten de esa marca.

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Airbnb Introduces the Bélo: The Story of a Symbol of Belonging | Airbnb

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Sobre la creación de una narrativa de valor

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Sobre la creación de una narrativa de valor

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https://www.columnfivemedia.com/how-to-tell-a-brand-story/

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But when it comes to storytelling, just because you create content doesn't mean you're effectively telling your story. Unfortunately, many brands are trapped in the quantity over quality mindset, forsaking compelling storytelling for product-centric content that doesn't really connect.

This is a huge opportunity missed. Telling your brand story is crucial for marketing, but it can also improve your bottom line. A study by Origin and Hill Holiday found that people spent more on everything from hotel rooms to paintings when products or promos were paired with a story. Similarly, a by n euroreconomist Paul Zak found that a character-driven story caused people to donate 56% more money to charity.

We want everyone to create better content, so today we're sharing our best tips to help tell a brand story that is impactful. If your content hasn't been working (or you know it could work better), follow this simple guide to tell a story that is interesting, engaging, and memorable.

But first, let's dive into what makes a story interesting, and why it's so damn effective.

The Science of Brand Story

Why is storytelling so powerful? Because it triggers a biological response. A brand story grabs attention, elicits an emotion, and engages people-and that goes for storytelling across all mediums. When you're invested in a good story, your brain physically responds to it.

A good story can trigger your brain to release cortisol (the stress chemical) or oxytocin (the feel-good chemical). This explains why you feel anxious while watching a horror film or happy when the lovers finally get together at the end of a book.

And different mediums and storytelling tools affect us in different ways. For example, video triggers emotional contagion , a phenomenon where our emotions mirror what we see on screen (again, think of the horror film response). Similarly, when we hear someone speaking, such as a narrator in an animated video, it triggers neural coupling , an experience where our brain activity mirrors what a speaker is saying.

But it isn't just about seeing images or hearing a human voice; it's the core story that matters. When you can tell a compelling brand story, people are naturally captivated. Whether it's the story of how you built your business or the story of how your product improves people's lives, finding a unique brand story is one of the most effective ways to entice, engage, and encourage people to build a relationship with your brand.

The Keys to a Great Brand Story

Of course, to do this well, you need to understand what makes a brand story (specifically your brand story) impactful. Ultimately, it comes down to five specific elements. When you tell stories that fall into these categories, you can set your brand up for success from the jump.

1. It's meaningful. Everyone is dealing with content shock. There are a million brands vying for attention, hopping on whatever bandwagon their competitors are on. Thus, too many brands are focused on what they want to create (or what other brands are creating)-and not on what people actually care about. If you want to tell a good story, it has to be interesting and relevant to the people you're trying to reach.

2. It's personal. You can tell all sorts of stories. They can be entertaining, educational, or inspirational. But people need to feel personally connected to them. This is important not just to pique interest but to draw them into the story. How does your brand improve their life? Why should they take the time to invest in this story? Remember: If there is no place for someone in your story, there's no reason for them to pay attention to it.

3. It's emotional. A strong brand story is all about stimulating emotion and empathy. It's not just about what you do but how you affect people. Sure, your software may automate emails, but it's ultimately making people's lives easier and stress-free. That's the emotional hook of the story. If you can trigger that emotion in the first paragraph of a blog or the first few seconds of a video, you will have them hooked.

4. It's simple. One of the most common mistakes in brand storytelling is trying to say too much. It's far better to tell a very simple story and maximize emotional attachment than bombard people with different stories. You could tell a story about large-scale problems facing the healthcare industry, but showing how these issues affect a real patient gives the story a singular focus and makes it easier to connect to. In short, focus on one person or one problem at a time so you don't confuse or distract your reader.

5. It's authentic. When you share your brand story, people should know it's story. That means being open, honest, and transparent. It means letting your personality shine through. It also means being consistent. When you're creating a ton of content, it's important to cultivate consistency so that people can not only identify but trust your content.

How to Tell Your Brand Story

If you're looking for ways to tell your brand story through content, we can get you started quickly and easily. Here, we've outlined the steps to follow to ensure you're telling stories that accurately reflect your brand-and align to your long-term goals.

Step 1: Know Your Own Story

One of the biggest barriers to telling your brand story is not really understanding your own brand-who you are, what you do, what you care about, and why it matters. Without this clarity, it's difficult to tell the right stories in the right way. So, before you start brainstorming ideas, it's important to go back to basics.

Define your Brand Heart. Use our free guide to identify your core principles (purpose, vision, mission, and values), so that you understand what your brand is really trying to achieve.

Articulate your brand messaging. Consistent messaging is crucial if you want to tell your brand's story. Use our brand messaging framework to articulate your tagline, value prop, and brand messaging pillars.

Know your target demo. If you haven't done it before, follow our guide to create personas.

Once you have a clear idea of who you are and what you're trying to do, then you can begin to examine the stories that will help you communicate that.

Step 2: Brainstorm Brand Story Ideas

No matter your product, service, or industry, you have an interesting brand story. (In fact, you have a few.) Sometimes you just need to take a step back and look at your day-to-day business. We find there are often many great stories that are waiting to be told-brands just don't always know how to uncover them.

When you're trying to come up with ideas, we find it helpful to brainstorm around specific aspects of your brand. We like to ask ourselves a few questions to help jumpstart these ideas.

1) Who Are You?

You aren't a faceless corporation. A real person (or people) started your brand. Real people work in your office, make your product, and run your social media. Putting a face to your brand is one of the best ways to cultivate a connection, so consider ways you might peel back the curtain to show people who you are, what your culture is like, and what you care about.

This type of content is especially fun to create because it offers a chance to really inject your brand personality-think of things like behind-the-scenes spotlights, employee showcases, favorite things, etc.

2) What Do You Do?

Think about the product or service you provide. There are many ways to talk about or showcase these highlights beyond traditional sales materials.

Are there unique features that make your product particularly useful or effective? Are there surprising ways people have benefitted from your service? With a little creativity, you can create interesting content that showcases your brand in exciting ways.

Note: Telling a brand story that starts with a challenge or problem is a smart way to do this, because conflict creates a bit of stress or intrigue. If you can show your product as the "hero" and provide a satisfying resolution, your story can also provide feel-good oxytocin. (For example, you might tell the story of how your security software protected a family's small business from identity theft.)

3) Who Do You Do It For?

Think about the people you want to help. These are the people whose business you're trying to win. Why do you care about them? How do you want to help them? Think about not only what you do but how it improves people's lives. For example, if your app helps people book vacations easily, it's ultimately so that you can help people truly relax and enjoy life.

People want content that educates, entertains, inspires, or even celebrates them. (Remember relevancy!) So think of brand story opportunities that incorporate them into your brand story. For example, you might make your brand the helpful sidekick in a customer's story ("This brand's comfy shoes helped me cross the finish line!"). Or you can use things like personal anecdotes as storytelling tools.
We collaborated with Charles Schwab to create a mini-documentary series about female investors. This helped combat the stigma that investing is a men-only game, while encouraging everyday women to "invest like a woman." Example: At Column Five, our company vision is to create "a world where everyone can live healthy and fulfilled lives." Hence, we aim to create content that helps improve people's lives. As part of an initiative to support women's health, we created the People For Periods, an interactive to help destigmatize menstruation for women
No matter your product or service, whether you're a tiny startup or an established brand founded a century ago, there's a reason you exist-and, most likely, a higher purpose. If you're a home security company, you protect property to give people peace of mind. If you're a granola bar company, you provide healthy treats to nourish people's bodies.

Using content to share or fulfill this larger mission is a great way to both promote your brand and show people what you really care about. Think about ways to tell stories about your Brand Heart (purpose, vision, mission, values) or the causes you care about.

5) How Do You Do It?

Much like your mission, people want to know not just why and what you do but how. Telling a brand story that provides visibility into your product, production, or process can be especially impactful.

Do you use a unique technology? Are your materials sustainably sourced? Do you use an innovative manufacturing technique? This type of content both educates and provides insight into the way you run your business, providing the transparency that people crave.
Example: In this motion graphic, JetBlue explains the steps they're taking to offset carbon emissions and adopt fuel-saving technology, demonstrating their commitment to making air travel better for the planet.
6) What Does Your Future Look Like?

Think about ways to talk about how your brand is evolving, what you're working toward, and how you plan to grow into the future. Sharing these types of stories generates excitement, and invites people into your brand story.

Plus, when people know you're invested in their future, they're more likely to build a long-term relationship with you.

One last tip: If you're not sure what type of brand story might resonate with people, map your buyer's journey . This helps you see what types of messaging people need to hear at each stage-and can help you identify gaps in your brand storytelling. You can also take a look at these 15 awesome examples of brand storytelling for more inspiration.

Hopefully, having brainstormed around all of these topics, you'll have a list of story ideas to comb through. If that's the case, you're ready to move on to the next step.

Step 3: Vet Your Ideas

It's easy to get carried away with cool, creative ideas, but if they aren't really an extension of your brand story, they won't ultimately help your brand.

Some ideas might seem fun to tell, but they won't interest the people you're trying to reach. Conversely, some might be interesting in general but don't relate to what you do. The goal is to find something in that sweet spot. Hence, once you've completed your initial brainstorm, it's time to vet your ideas by asking:

Why do I want to tell this story?

What's my unique angle?

What value will this provide to my personas?

What will they take away from this?

Step 4: Choose the Right Format

The most important goal for every piece of content is to communicate your brand story as efficiently and effectively as possible. Therefore, choosing the right format is vital. You might get caught up in trying to produce the flashiest, trendiest types of content, but this is a disservice if it doesn't fit your story. (In some cases, it can seriously detract from the story.)

Identify the best format for your story before you dive into content creation, as the format will influence the way you craft copy.

Some of the most popular storytelling formats:

Step 5: Craft a Narrative

Once you have your story idea, you need to hone in on the angle and construct a compelling narrative that captures people's attention. Research has found that people are particularly attracted to a familiar narrative structure. So let's go back to English class for a second. Remember Gustav Freytag's pyramid? A great brand story crafts a narrative that follows that arc-and ends with a resolution (or solution-ideally, your product).

Regardless of your story, think of ways to take your readers or viewers on a journey. Some of the most popular ways to do that:

For more on crafting a narrative, follow our tips for better storytelling.

Step 6: Add Your Branding

Every piece of content should accurately reflect your brand, from the way it looks to the words you use. And while branded content shouldn't be overly branded (e.g., a million logos slapped everywhere), people should know who it was created by. Thus, make sure your content reflects your brand story in:

Personality, Voice, and Tone: Don't know what your brand voice is? It sounds like your company conversations, Google chats, and water-cooler jokes. Follow our guides to find your and personality if you haven't clearly articulated this before. Also, once you complete a draft of content, give it a second pass for word choice and such. These are the easiest ways to color up your content.

Visuals: Your visual language is the aesthetic experience of your brand. Everything from your logo to color palettes can affect how your content is interpreted. Whether it's a brand video, infographic, or interactive, a consistent, on-brand visual language creates a cohesive experience. Follow our step-by-step guide to build a powerful visual identity , and find out how to create easy-to-use brand guidelines .

Step 7: Share Your Brand Story

Once you've completed a piece of content, you don't want to be the only one talking about it. Encourage your people to share your story by making it easy to do so. Publish to your blog or email list, test your social sharing buttons, optimize your content for SEO, etc.

For more tips on how to get eyes on your content, find out how to optimize your blog for your publishing and check out our ultimate guide to content distribution .

Look for More Ways to Grow and Experiment

Telling your brand story isn't a one and done thing. Figuring out which stories resonate is an ongoing task, especially if you're just starting out. As you continue to experiment, focus on setting your team up for success at every stage.

And, of course, don't be afraid to bring in support if you need it. Whether you're stuck on strategy or having trouble getting content out the door, a creative agency can be a huge asset. Follow our tips to find the right creative agency for you , or holler at us . We'd love to help you tell your brand story in any way.

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How to Tell Your Brand Story (Plus Awesome Examples)

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But when it comes to storytelling, just because you create content doesn't mean you're effectively telling your story. Unfortunately, many brands are trapped in the quantity over quality mindset, forsaking compelling storytelling for product-centric content that doesn't really connect. This is a huge opportunity missed.

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How one company built the gaming industry from the ground-up

Image: Nintendo of America

It's 1985. It's a school night, but you don't care. Thursday's close enough to Friday, right?

In front of you, you've got a bowl of pretzels, a worn down wool blanket, and a small television that acts as the pearly gates to an 8-bit heaven. You fire up your Nintendo Entertainment System and prepare to...

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What Makes Nintendo So Incredibly Special?

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How one company built the gaming industry from the ground-up It's 1985. It's a school night, but you don't care. Thursday's close enough to Friday, right? In front of you, you've got a bowl of pretzels, a worn down wool blanket, and a small television that acts as the pearly gates to an 8-bit heaven.

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Esta es una tesis de Los Andes supremamente interesante. Abajo te dejo un proyecto en específico que creo que te puede gustar.

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Proyecto tangente (Home) — Proyecto tangente (de la distancia y otros afectos)

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os entre Julián García y sus contactos entre septiembre de 2016 y diciembre de 2019. Para conocer más sobre

// El algoritmo de la Herramienta Oficial para Lenguajes Íntimos ( HOLI) definió este diccionario de risas a partir del análisis de los 574 chats de WhatsApp sostenid HOLI y "Jaja" haga clic aquí.

# data[].attributes.attachment_link.title
"jaja" (o 1688 formas de reírse) - Proyecto tangente (de la distancia y otros afectos)

# data[].attributes.headline
HOLI (Herramienta Oficial para Lenguajes Íntimos)

# data[].attributes.subject
HOLI (Herramienta Oficial para Lenguajes Íntimos)

# data[].attributes.attachment_link.title
+info jaja — Proyecto tangente (de la distancia y otros afectos)

# data[].attributes.attachment_link.description
︎︎︎ “jaja” (o 1688 formas de reírse) HOLI (Herramienta Oficial para Lenguajes Íntimos) definió en “jaja” el conjunto de todas las...

# data[].attributes.attachment_link.readable_text
Ondas 2022

"Solaris" mejor podcast experimental

Ondas 2022

"La esfera" como mejor diseño sonoro

Ondas 2022

Luis Zahera, mejor actor por la esfera

Ondas 2022

"Guerra 3" galardonado como mejor produción y mención especial del jurado para "Toxicomanía"

Ondas 2022

"Gabinetes de curiosidades" y "Las raras" premiados como mejores episodios

2016 Premio Ondas al mejor programa, radio o plataforma radiofónica de emisión online

2020 Premio Especial en la Organización de los Ondas

2020 a 'Pienso, luego Actúo' de Yoigo en Podium Podcast

2021 Mejor podcast o programa de emisión digital (ex aequo): Deforme semanal ideal total en Radio Primavera Sound de Lucia Lijtmaer e Isa Calderón; y Estirando el chicle en Podium Podcast de Victoria Martín y Carolina Iglesias.

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Un programa de ensayos sonoros sobre temas absolutamente contemporáneos, de carácter tecnológico (Big Data, Plataformas, Computación Cuántica, Algoritmos creativos), científico (Hongos, Inteligencia vegetal, cultura animal, Marte, Agujeros negros) y sociológico (Viralidad, Poliamor, Porno, Cultura de la terapia, Posverdad). A través de libros, series, películas y otros objetos culturales, voces de procedencias diversas desarrollan fascinantes discursos sobre conceptos clave de nuestra época.

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No sunlight is able to reach this deep.

Many deep-sea creatures cope by creating light themselves - also known as bioluminescence.

Narwhals dive to this depth up to 15 times a day in search for food.

The Japanese Spider Crab is the largest known crab with a maximum leg span of 3.8m.

Coelacanths were thought to be extinct until found alive in 1938.

Leatherback Sea Turtles are the oldest sea turtle species.

Giant Oarfish can grow up to 11m long.

Sixgill Sharks spend the day in deep waters and the night in shallow waters. They can be found all over the world.

Telescope Octopus are almost completely transparent and have unique protruding eyes.

Barreleye Fish have a transparent head that allows their eyes to collect more light.

Black Swallowers can swallow entire fish whole - even those vastly larger than themselves!

Vampire Squids eat marine snow - organic material that falls from shallower waters.

Headless Chicken Fish are sea cucumbers with wing-like fins that allow them to swim.

Colossal Squid are the largest known squid species. They can reach a length of 10 meters and weigh up to 700 kg.

The Orange Roughy can live up to 200 years. Deep sea life often have elongated life spans.

Meals are rare in the deep sea. Deep sea creatures have adapted to this - one Giant Isopod in captivity went five years without eating.

Many deep sea species use the color red as camouflage since it's the first color to leave the spectrum as you dive deeper.

Goblin Sharks are known as "living fossils" because they're the only living species of a lineage that has existed for 125 million years.

Is it a squid, or a worm? It's a worm.

Sea Angels are majestic sea slugs that use wings to propel themselves.

The Scaly-Foot Snail gets its name from the iron plates on its foot and the iron shell it makes out of Iron Sulphide.

Anglerfish have a large bioluminescent lure used to attract prey in the darkness.

Giant Tube Worms get their nutrients from hydrothermal vents.

Hydrothermal vents are formed from seawater passing through extremely hot volcanic rocks. They release heavy metals that are toxic to most animals.

But even in those extreme conditions specialized life finds a way to survive.

Yeti Crabs live on hydrothermal vents.

This is the average depth of the ocean.

But in some places it goes deeper.

Cuvier's Beaked Whales are the deepest diving mammals.

On April 14th, 1912 the Titanic sank to its final resting place at a depth of 3,800 meters.

This is the deepest point of the Manila Trench in the South China Sea.

Patagonian Toothfish have antifreeze proteins in its tissues to prevent freezing in sub zero temperatures.

Megamouth sharks are one of the largest growing shark species with some reaching 7 meters long.

The temperature here is near freezing and very few animals can survive the extreme pressure.

This shark takes cookie-shaped chunks out of its prey.

You have scrolled the height of Mount Everest.

Comb Jellies have been around for 500 million years. Despite looking like jellyfish, they are not closely related.

This is the lowest point of the Puerto Rico Trench.

This is the deepest point of the Java Trench in the Indian Ocean.

The USS Johnston sank in WWII and is the deepest shipwreck ever found.

More people have been to the Moon than the Hadal Zone.

Most of the Hadal Zone takes place in deep sea trenches.

Deep sea trenches form by a process called "subduction" where the Earth's tectonic plates meet and push together.

The deep sea can be a lonely place.

Life here is sparse - the extreme conditions make survival difficult.

But still not impossible.

So little is known about life in these deep environments. Almost every expedition uncovers something new.

Many probes and submarines have been lost trying to reach the deepest parts of the ocean.

On January 23rd, 1960, about 9 years before the moon landing, humans went where they never had before.

Two men, Jacques Piccard and Don Walsh, onboard the submarine Trieste slowly descended into the Mariana Trench.

Their goal was to reach The Challenger Deep - the deepest point in the ocean.

The submarine used a re-breather system that would later be used in spacecraft. There was barely enough space inside the pressure sphere for both of them.

The immense pressure of the deep sea means any mistake would mean certain death.

During the descent, one of the window panes cracked and shook the entire vessel.

Nevertheless, they continued.

Even at these unfathomable depths, Jacques and Don could still see life out the window. Life can survive unimaginable environments.

After 4 hours and 47 minutes of anxiety and claustrophobia...

They succeeded and became the first humans to reach the deepest point in the ocean.

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An interactive page that lets you scroll down the ocean. Visit the great depths of the Mariana Trench and discover all the sea creatures hidden beneath.

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Do more - easier, quicker, smarter

LibreOffice is a free and powerful office suite, and a successor to OpenOffice.org (commonly known as OpenOffice).

Its clean interface and feature-rich tools help you unleash your creativity and enhance your productivity.

Out now: LibreOffice 7.6

Document themes * Navigation panel in Impress * Highlighting for used styles
Discover it!
LibreOffice Conference 2023

September 20 - 23 in Bucharest, Romania. We'll have workshops,discussions and lots of fun!
Join us there
Fantastic People

LibreOffice is about more than software. It's about people, culture, creation, sharing and collaboration.
Join us today!

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Home | LibreOffice - Free Office Suite - Based on OpenOffice - Compatible with Microsoft

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Free office suite - the evolution of OpenOffice. Compatible with Microsoft .doc, .docx, .xls, .xlsx, .ppt, .pptx. Updated regularly, community powered.

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The Free & Open Source Image Editor

This is the official website of the GNU Image Manipulation Program (GIMP).

GIMP is a cross-platform image editor available for GNU/Linux, macOS, Windows and more operating systems. It is free software, you can change its source code and distribute your changes.

Whether you are a graphic designer, photographer, illustrator, or scientist, GIMP provides you with sophisticated tools to get your job done. You can further enhance your productivity with GIMP thanks to many customization options and 3rd party plugins.

High Quality Photo Manipulation

GIMP provides the tools needed for high quality image manipulation. From retouching to restoring to creative composites, the only limit is your imagination.

Original Artwork Creation

GIMP gives artists the power and flexibility to transform images into truly unique creations.

Graphic Design Elements

GIMP is used for producing icons, graphical design elements, and art for user interface components and mockups.

Programming Algorithms

GIMP is a high quality framework for scripted image manipulation, with multi-language support such as C, C++, Perl, Python, Scheme, and more!

Key Component in a Desktop Publishing Workflow

GIMP provides top-notch color management features to ensure high-fidelity color reproduction across digital and printed media. It is best used in workflows involving other free software such as Scribus and Inkscape.

Extensibility & Flexibility

GIMP provides extensibility through integration with many programming languages including Scheme, Python, Perl, and more.

The result is a high level of customization as demonstrated by the large number of scripts and plug-ins created by the community.

High Quality Photo Manipulation background image by Pat David ( cba )

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GIMP - The GNU Image Manipulation Program: The Free and Open Source Image Editor

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Wide Format Support

Supports hundreds of audio and video formats and codecs thanks to FFmpeg. No import required which means native editing, plus multi-format timelines, resolutions and frame-rates within a project. Frame accurate seeking supported for many video formats.

Device and Transport Options

Blackmagic Design SDI and HDMI for input and preview monitoring. Screen, webcam and audio capture. Network stream playback. Supports resolutions up to 4k and capture from SDI, HDMI, webcam, JACK & Pulse audio, IP stream, X11 screen and Windows DirectShow devices.

Sleek, Intuitive Interface

Multiple dockable and undockable panels, including detailed media properties, recent files with search, playlist with thumbnail view, filter panel, history view, encoding panel, jobs queue, and melted server and playlist. Also supports drag-n-drop of assets from file manager.

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Shotcut is a free, open source, cross-platform video editor for Windows, Mac and Linux

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Secure, Fast, & Private Web Browser with Adblocker | Brave

Stay safer online

By default, Brave blocks trackers & ads on the websites you visit, keeping you more private online.

Online privacy made simple

All the good of ad-blocking, incognito windows, private search, even VPN. All in a single download.

Switch in 60 seconds

Quickly import bookmarks, extensions, even saved passwords. It's the best of your old browser, only safer. And it only takes a minute to switch.

Privacy you can see

Blocking ads & trackers means less stuff (visible or hidden) on the sites you visit. And that means faster page load, better battery life, even mobile data savings.

Online privacy by default: Brave vs. other browsers

Assert opt-out privacy rights ( GPC)

* Google safe browsing + malware & phishing protection from crowd-sourced lists. Table describes default desktop browser configurations.

Only here for the privacy? We got you. Just download and enjoy...
Want a more bespoke experience? Brave's got great customizations, too:

Almost there...

You're just 60 seconds away from the best privacy online

If your download didn't start automatically, click here .

1. Download Brave

Click "Save" in the window that pops up, and wait for the download to complete.

Wait for the download to complete (you may need to click "Save" in a window that pops up).

2. Run the installer

Click the downloaded file at the top right of your screen, and follow the instructions to install Brave.

Click the downloaded file, and follow the instructions to install Brave.

Click the downloaded file at the bottom left of your screen, and follow the instructions to install Brave.

Click the downloaded file at the top right of your screen, and follow the instructions to install Brave.

Click the downloaded file, and follow the instructions to install Brave.

3. Import settings

During setup, import bookmarks, extensions, & passwords from your old browser.

Need help?

Get better privacy. Everywhere!

Download Brave mobile for privacy on the go.

Click this file to install Brave

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Secure, Fast, & Private Web Browser with Adblocker | Brave

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The Brave browser is a fast, private and secure web browser for PC, Mac and mobile. Download now to enjoy a faster ad-free browsing experience that saves data and battery life by blocking tracking software.

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Audacity ® | Free Audio editor, recorder, music making and more!

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Audacity is the world’s most popular audio editing and recording app. Edit, mix, and enhance your audio tracks with the power of Audacity. Download now!

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Freedom from Chaos

Waste less time finding browser tabs.

Access all your messages, calendars, and contacts in one fast app. Filter and organize the way you like. Manage all accounts separately or in a unified inbox. Thunderbird simply makes your life simpler.

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Thunderbird is a free email application that's easy to set up and customize - and it's loaded with great features!

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Open Source and Lean principles gave birth to Taiga

Taiga is an open-source project management software for multidisciplinary teams that work agile across both scrum and Kanban frameworks.

Taiga's birth goes back to a Kaleidos hackathon in 2013. The team at Kaleidos, filled with frustration, couldn't find an intuitive and visually appealing tool to facilitate agile methodologies for both developers and designers. So, we did what was right. We decided to come up with a better tool and that's how Taiga's journey began!

In only a couple of years later, Taiga was rolled out and immediately won "The Best Agile Tool" in the 2015 Agile Awards. Most recently, it was cited as one of the Top 7 project management tools for 2020 by OpenSource.com and it continues to be cited as one of the best agile project management tools with a worldwide footprint.

We are now busy working on the next iteration of Taiga, something we codenamed , and it will showcase the Kaleidos vision around lean and design processes, connecting our two products, both Taiga and Penpot together.

By the way, in case you're wondering, the name of Taiga comes after the boreal forest which lies across the subarctic region. It's strikingly beautiful from a distance but deadly if you enter the Taiga unprepared. A new project is like the Taiga forest, so we created our unique Taiga where you can start any project without any worry at all, we've got you covered. Just enjoy the Taiga!

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Taiga: Your opensource agile project management software

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Open Source and Lean principles gave birth to Taiga Taiga is an open-source project management software for multidisciplinary teams that work agile across both scrum and Kanban frameworks. Taiga's birth goes back to a Kaleidos hackathon in 2013. The team at Kaleidos, filled with frustration, couldn't find an intuitive and visually appealing tool to facilitate agile methodologies for both developers and designers.

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Multi language

Kimai can be localized to any language and is already translated to Arabic, Basque, Chinese, Croatian, Czech, Danish, Dutch, English, Esperanto, Faroese, Finnish, French, German (including Austrian and Swiss), Greek, Hebrew, Hungarian, Italian, Japanese, Korean, Persian, Polish, Portuguese, Portuguese (Brazilian), Romanian, Russian, Slovakian, Spanish, Swedish, Turkish and Vietnamese. Feel free to send your self-made language files or contributing to the weblate project below - we're looking for translators and would appreciate your support!

Export data

Timesheet data can be exported for usage in other programs or for sharing them with different departments in the
formats: XLSX (Excel), PDF, CSV and HTML. On top of that, exported records can be locked and protected against further changes.

Up-to-date

Based on newest web technologies and frameworks: PHP, Symfony, Doctrine, Flex, Bootstrap, Webpack and many more...

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Kimai - Free Time-Tracking App (open-source)

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Multi language Kimai can be localized to any language and is already translated to Arabic, Basque, Chinese, Croatian, Czech, Danish, Dutch, English, Esperanto, Faroese, Finnish, French, German (including Austrian and Swiss), Greek, Hebrew, Hungarian, Italian, Japanese, Korean, Persian, Polish, Portuguese, Portuguese (Brazilian), Romanian, Russian, Slovakian, Spanish, Swedish, Turkish and Vietnamese.

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Time tracking software used by millions. Clockify is a time tracker and timesheet app that lets you track work hours across projects. Unlimited users, free forever.

Start tracking time - It's Free!

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Time tracking software used by millions. Clockify is a time tracker and timesheet app that lets you track work hours across projects. Unlimited users, free forever. Start tracking time - It's Free!

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Home of the Blender project - Free and Open 3D Creation Software

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Descarga el navegador que protege lo que es importante

No hay políticas de privacidad sospechosas o puertas traseras para los anunciantes. Solo un navegador súper rápido que no te vende.

Hagas lo que hagas en línea.
Navegador Firefox no te está vigilando.

Cómo es Firefox comparado con otros navegadores

Consigue toda la velocidad y herramientas sin invasiones a tu privacidad. Navegador Firefox recopila tan pocos datos sobre ti que ni siquiera te solicitamos tu dirección de correo electrónico para descargarlo. Esto se debe a que, a diferencia de otros navegadores, no tenemos ningún interés económico para seguirte por la Web.
Cómo nos comparamos con otros navegadores

Bloqueamos los rastreadores publicitarios. Por eso exploras internet más rápido.

La publicidad distrae y hace que las páginas web se carguen más lentamente, mientras que sus rastreadores observan cada movimiento que realizas en línea. Navegador Firefox bloquea la mayoría de los rastreadores automáticamente, por lo que no es necesario profundizar en los ajustes de seguridad.

Mira tu informe de protección

Firefox es para todos

Disponible en más de 90 idiomas, y compatible con equipos Windows, Mac y Linux, Firefox funciona sin importar qué estás usando o dónde estás. Asegúrate de que tu sistema operativo esté actualizado para obtener la mejor experiencia.
Revisar los requisitos del sistema

Instala Firefox en todos tus dispositivos

Mantén tu privacidad en todas partes. Navegadores Firefox para iOS y Android comparten la sólida configuración de privacidad para evitar que los rastreadores te sigan por la web, sin importar dónde te encuentres.

Haz todo con Firefox

Búsquedas más inteligentes, más rápidas

Busca desde la barra de direcciones

Opciones de buscador

Inteligentes sugerencias de búsqueda

Marcadores, historial y pestañas abiertas en los resultados

Aumenta tu productividad

Funciona con los productos de Google

Herramienta de captura de pantalla integrada

Administrador de marcadores

Sugerencia automática de URLs

Sincronización entre dispositivos

Modo lectura

Corrector ortográfico

Pestañas fijadas

Transmite, comparte y juega

Bloquea la reproducción automática de video y audio

Picture-in-Picture

Contenido seleccionado en las pestañas nuevas

Compartir enlaces

Protege tu privacidad

Asegura tu información personal

Alertas de sitios web con filtraciones de datos

Administrador de contraseñas integrado

Limpiar historial

Autocompletado de formularios

Actualizaciones automáticas

Personaliza tu navegador

Temas

Modo oscuro

Biblioteca de extensiones

Ajusta la configuración de la barra de búsqueda

Cambia el diseño de las nuevas pestañas

Haz Firefox tuyo

Extensiones para todos los intereses.

Desde la seguridad hasta las noticias y los juegos, hay una extensión para todos. Añade tantos como quieras hasta que tu navegador sea el adecuado para ti.

Cambia tu aspecto

Pasa del modo claro al modo oscuro según tu estado de ánimo o preferencia, o ameniza las cosas con un tema personalizado (quizás un unicornio arcoíris).

Personaliza tus ajustes

No necesitas conformarte. Cambia la página que aparece al abrir nuevas pestañas, la barra de búsqueda, los marcadores y más para explorar internet de la manera que quieras.

Respaldado por la organización sin ánimo de lucro que prioriza a las personas

Desafiando el status quo desde 1998

Firefox ha sido creado por Mozilla como una alternativa más rápida y privada a navegadores como Internet Explorer, y ahora Chrome. Hoy en día, nuestra comunidad de voluntarios y empresas impulsadas por la misión continúan poniendo tu privacidad por encima de todo.

Tu privacidad es lo primero

A medida que Internet crece y cambia, Firefox continúa enfocándose en tu derecho a la privacidad; lo llamamos la Promesa de datos personales: Recopila menos. Lo mantiene seguro. Sin secretos. Tus datos, tu actividad web, tu vida en línea están protegidos con Firefox.

Mantén todas tus funcionalidades favoritas del navegador, y descubre nuevas.

Funciona con los productos de Google

Todas tus herramientas favoritas de Google (como Gmail y Docs) funcionan a la perfección en Navegador Firefox.

Picture-in-Picture

Desde ver un tutorial web hasta estar pendiente de tu equipo favorito, tu vídeo te sigue mientras realizas otras tareas.

¿Preguntas? La ayuda de Mozilla está a tu disposición.

Navegador Firefox

Consigue Navegador Firefox para Android

Consigue Navegador Firefox para iOS

Descarga el navegador móvil Firefox para una protección automática en todos tus dispositivos.

Ya tienes el navegador. Ahora consigue aún más de Firefox.

Vigila a los hackers con Firefox Monitor, protege tu dirección de correo con Firefox Relay y más.
Consigue más productos de Firefox Cerrar

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Descarga el Firefox más rápido que nunca

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Obtén Firefox para Windows, Mac o Linux. Firefox es un navegador web gratuito respaldado por Mozilla, una organización sin ánimo de lucro dedicada a la salud y privacidad en Internet.

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You don't need to write any code to create a simple story with Twine, but you can extend your stories with variables, conditional logic, images, CSS, and JavaScript when you're ready.

Twine publishes directly to HTML, so you can post your work nearly anywhere. Anything you create with it is completely free to use any way you like, including for commercial purposes.

The latest version of Twine is 2.8.0, released 27 November 2023.

Looking for the 1.x version of Twine? It's on the IF Archive.

The Twine Reference is a guide to the Twine user interface. If you're new to Twine, start here.

Once you're familiar with Twine, you should learn more about the story format you're using. Story formats are like game engines, and determine the features you'll have access to and the way you'll write code.

The Twine Cookbook has advice on how to choose a story format and easy-to-follow examples of how to accomplish common tasks with each of Twine's built-in formats.

Each of Twine's built-in story formats has an online guide:

Chris Klimas, who created Twine and leads its development, has a Patreon.

You can also make donations in support of Twine to The Interactive Technology Foundation, a registered 501(c)(3) nonprofit organization that provides support for the infrastructure of the interactive fiction community.

Some story format developers also accept donations. Visit the web site of the story format you use to find out how you can support continued development.

Non-financial support is important, too. You can help someone out with a question, contribute to the Cookbook, create tutorials of your own, help fix bugs in Twine or its story formats, or translate Twine's user interface to another language.

There are repos for Twine's story formats, too:

Twine is a registered trademark of the Interactive Fiction Technology Foundation. Hosting for this web site is also provided by the IFTF.

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Twine / An open-source tool for telling interactive, nonlinear stories

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Texture effects

A huge selection of texture effects will allow you to modify and enhance your visuals.Everything from DOF to glitch effects can be easily applied to visuals in just moments.

Material system

We have a large selection of materials which can be applied to 3D meshes ranging from matcap, IBL, Phong, Lambert and more.

MIDI

Cables supports every MIDI feature available from MIDI clock, Notes, CC and NRPN.Connect your external hardware or DAW to cables in minutes.

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A huge selection of texture effects will allow you to modify and enhance your visuals.Everything from DOF to glitch effects can be easily applied to visuals in just moments. We have a large selection of materials which can be applied to 3D meshes ranging from matcap, IBL, Phong, Lambert and more.

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el revés de la trama - 45 salón nacional de artistas

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The Nobel Prize | Women who changed science

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Explore the lives and achievements of female Nobel Laureates who broke new ground in physics, chemistry and medicine.

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View this post on Instagram

A post shared by @jimenanada

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FutureMe: Write a Letter to your Future Self

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Write a letter to the future and read the public (but anonymous) letters from others. FutureMe has been delivering letters to the future for millions of people since 2002.

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Listen to local radio stations while driving through the cities around the world. Istanbul, Berlin, London, Paris, New York City and many more

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Blossom | A Lovely Interactive Music Generator by Alex Bainter

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Welcome to Histography
where every dot is a historic event from wikipedia

You are now viewing history from 1600 - 2000
Resize the bottom bar to view any time period or era

This screen will show you selected events
throughout history

Scroll through the events on the left
The more you move, the further you will delve into history

Editorial Stories

Discover Handpicked Stories from The Entire History

EVERYTHING

Every Historical Event

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Histography is an interactive timeline that spans across 14 billion years of history, from the Big Bang to 2015

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La web documental interactiva de los que venden cantando en Medellín - Colombia. Un recorrido virtual por el universo laboral y personal de aquellos que entendieron que al amor y a los clientes se les seduce por el oído.

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Games, visualizations, interactives and other weird stuff.

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About This Game

Lost, alone and separated from family, a stray cat must untangle an ancient mystery to escape a long-forgotten city.

Stray is a third-person cat adventure game set amidst the detailed, neon-lit alleys of a decaying cybercity and the murky environments of its seedy underbelly. Roam surroundings high and low, defend against unforeseen threats and solve the mysteries of this unwelcoming place inhabited by curious droids and dangerous creatures.

See the world through the eyes of a cat and interact with the environment in playful ways. Be stealthy, nimble, silly, and sometimes as annoying as possible with the strange inhabitants of this mysterious world.

Along the way, the cat befriends a small flying drone, known only as B-12. With the help of this newfound companion, the duo must find a way out.

Stray is developed by BlueTwelve Studio, a small team from the south of France mostly made up of cats and a handful of humans.

© 2022 BlueTwelve Studio Ltd. Published by Annapurna Interactive under exclusive license. All rights reserved.

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Lost, alone and separated from family, a stray cat must untangle an ancient mystery to escape a long-forgotten city. Stray is a third-person cat adventure game set amidst the detailed, neon-lit alleys of a decaying cybercity and the murky environments of its seedy underbelly.

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Professional Editor

Photopea offers a full suite of editing tools, from basic features like cropping and resizing to advanced features such as layering, masking, and blending.

Full PSD support

Photopea fully supports a popular PSD format, both opening and saving files. It is the main format of Photopea.

Swiss knife for graphics

Open and edit PNG, JPG, GIF, BMP, WEBP, SVG, PDF, AI, AVIF, DDS, HEIC, TIFF, MP4, TGA, CDR, PDN, EPS, INDD, Figma and 40 other formats.

Perfect RAW support

Photopea opens DNG, CR2, CR3, NEF, ARW, RW2, RAF, ORF and FFF files. Set the Exposure, Color Balance, Contrast, Highlights and Shadows, etc.

Start using Photopea

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Photopea Online Photo Editor lets you edit photos, apply effects, filters, add text, crop or resize pictures. Do Online Photo Editing in your browser for free!

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https://docs.google.com/document/d/1-FpCu9zEwb1QPnz5WF_-VFpdkzXl9jOb_i8gFRToLbo/edit?usp=sharing

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https://docs.google.com/presentation/d/1LHg_AWQVTXW-DHgDqPr0RaJUMxjIohpmvSFBCc8UL1I/edit?usp=sharing

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https://docs.google.com/presentation/d/1q0xxVHi6QMPgxLy5DWVFAO94mFTdAn5uTBdUC-wQBsg/edit?usp=sharing

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https://docs.google.com/presentation/d/1Jo2HkMO98NKzdEG7_BAO6qSzLWvNxFGa9nkceZc1yqA/edit?usp=sharing

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Listas de Spotify que tienen un nombre con más guion que una de Nolan

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"Para masturbarme cuando estoy triste" - Nicolás.

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https://docs.google.com/spreadsheets/d/1SXBKAzfWdyhDQNi8i2bhEcljFMuIbOsGIDYrlKgmb0I/edit?usp=sharing

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https://docs.google.com/document/d/1f5HtP8e9Jn24hDv1jYDQ6ZAdc2mVB8EdYRp51Xqc2mM/edit?usp=sharing

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One-Man GarageBand (Apple Event "Unleashed" October 2021 intro video)