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      Transmedia Digital Inclusion

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      Electronic Visualisation and the Arts (EVA)

      Electronic Visualisation and the Arts

      9 - 13 July 2018

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          The discussion that will be undertaken in this article, considers that technological development is one of the factors that encourages paradigm changes in the thoughts and actions of individuals. Considering the aforementioned, and through an exploratory methodology, we present examples from México, Kenya and Brazil, with actions developed by institutions that could consider using the transmedia parameters: Gamification; Custom Experience; Storytelling; Globalization; Multiplatform and Multiformat; and Technical Aspects. These can be incorporated in new projects and potentiate strategies for probably, one of the most significant issues of modern society: digital inclusion. Then, as Martel (2015) says, the digital universe can serve as a tool for empowerment, survival, teaching, economy and urban revitalization in the areas of misery, in the ghettos, favelas, neighbourhoods and areas of extreme poverty. These types of projects are situated in a context that is often difficult to access geographically or with high levels of danger.

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          Author and article information

          UABJO; UNESP, Bauru

          Deputado Joao Sussumo Hirata 600 Sao Paulo, SP, Brazil
          RCA, London

          Dorando Close, Garden House. White City W127TU, London, UK
          UNESP, Bauru

          Av Eng Luiz Edmundo Carrijo Coube, n° 14-01 Bauru, SP, Brazil
          July 2018
          July 2018
          : 127-129
          © Altamirano et al. Published by BCS Learning and Development Ltd. Proceedings of EVA London 2018, UK

          This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit

          Electronic Visualisation and the Arts
          London, UK
          9 - 13 July 2018
          Electronic Workshops in Computing (eWiC)
          Electronic Visualisation and the Arts


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