Univerzoo episodio Colombia
| dc.description.abstract | Este trabajo aborda la creciente desconexión entre las audiencias urbanas y la crisis de biodiversidad en Colombia, una barrera fundamental para la movilización social en pro de la conservación. Dirigido a públicos jóvenes y adultos, el proyecto diseña e implementa el prototipo de UniverZOO, un ecosistema narrativo transmedia. Mediante una metodología de investigación-creación, la construcción del universo se estructuró en distintas fases: diseño conceptual (biblia transmedia), desarrollo narrativo (guiones) y producción técnica de sus componentes centrales. La propuesta integra una serie de cortometrajes de animación 3D para fomentar la empatía, una plataforma web interactiva con una enciclopedia (ZOOteka) y una estrategia de redes sociales (PulZOOmetro) para construir una comunidad participativa. El resultado es un modelo de comunicación integral para la conservación, sostenido por una tienda virtual (ZOOshop). Esta estructura establece un sistema económico sostenible donde el contenido de entretenimiento financia directamente iniciativas tangibles de conservación. | |
| dc.description.abstractenglish | This thesis addresses the growing disconnection between urban audiences and Colombia's biodiversity crisis, a critical barrier to social mobilization for conservation. Targeting young and adult audiences, the project designs and implements the prototype for UniverZOO, a transmedia narrative ecosystem. Through a research-creation methodology, the universe was constructed through distinct phases: conceptual design (transmedia bible), narrative development (scripts), and the technical production of its core components. The proposal integrates a series of 3D animated short films to foster empathy, an interactive web platform with an encyclopedia (ZOOteka), and a social media strategy (PulZOOmetro) to build a participatory community. The result is a comprehensive communication model for conservation, sustained by a central virtual store (ZOOshop). This structure establishes a sustainable economic system where entertainment content directly finances tangible conservation initiatives. | |
| dc.format.extent | 126 páginas | |
| dc.format.mimetype | application/pdf | |
| dc.language.iso | es | |
| dc.relation.references | Green, M. C., & Brock, T. C. (2000). The role of transportation in the | |
| dc.relation.references | Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York University Press. | |
| dc.relation.references | Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice Hall. | |
| dc.relation.references | Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University Press. | |
| dc.relation.references | Louv, R. (2008). Last child in the woods: Saving our children from nature-deficit disorder. Algonquin Books. | |
| dc.relation.references | Schultz, P. W. (2017). Strategies for promoting proenvironmental behavior. European Psychologist, | |
| dc.relation.references | Scolari, C. A. (2013). Narrativas transmedia: Cuando todos los medios cuentan. Deusto. | |
| dc.relation.references | Wilson, E. O. (1984). Biophilia. Harvard University Press. | |
| dc.relation.references | Buckingham, D. (2007). Beyond technology: Children's learning in the age of digital culture. Polity Press. | |
| dc.relation.references | Fogg, B. J. (2009). Creating persuasive technologies: An eight-step design process. In Y. A. Rogers, H. Sharp, & J. Preece (Eds.), Interaction design: Beyond human-computer interaction (pp. 348–352). John Wiley & Sons. | |
| dc.relation.references | Green, M. C., & Brock, T. C. (2000). The role of transportation in the persuasiveness of public narratives | |
| dc.relation.references | Haraway, D. (2008). When species meet. University of Minnesota Press. | |
| dc.relation.references | Hook, D. (2011). Drawing and character design for animation. Focal Press. | |
| dc.relation.references | Jenkins, H. (2006). Convergence culture: Where old and new media collide. New York University Press. | |
| dc.relation.references | Kinder, M. (1991). Playing with power in movies, television, and video games: From Muppet Babies to Teenage Mutant Ninja Turtles. University of California Press. | |
| dc.relation.references | Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice Hall. | |
| dc.relation.references | Kotler, P., Hessekiel, D., & Lee, N. R. (2012). Good works! Marketing and corporate initiatives that build a better world... and the bottom line. Wiley. | |
| dc.relation.references | Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University Press. | |
| dc.relation.references | Louv, R. (2008). Last child in the woods: Saving our children from nature-deficit disorder. Algonquin Books. | |
| dc.relation.references | McCloud, S. (1993). Understanding comics: The invisible art. HarperPerennial. | |
| dc.relation.references | Pratten, R. (2011). Getting started with transmedia storytelling: A practical guide for beginners. CreateSpace Independent Publishing Platform. | |
| dc.relation.references | Ryan, M.-L. (2001). Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Johns Hopkins University Press. | |
| dc.relation.references | Scolari, C. A. (2013). Narrativas transmedia: Cuando todos los medios cuentan. Deusto. | |
| dc.relation.references | Scolari, C. A. (2019). Media evolution: Emergence, dominance, survival and extinction in the media ecology. International journal of communication, 7, 24. | |
| dc.relation.references | Schultz, P. W. (2014). Strategies for promoting pro-environmental behavior: Lots of tools but few instructions. European Psychologist, 19, 107-117 | |
| dc.relation.references | Wilson, E. O. (1984). Biophilia. Harvard University Press. | |
| dc.relation.references | Jenkins, H. (2006). Convergence Culture: Where Old and New Media Collide. New York University Press. | |
| dc.relation.references | Scolari, C. A. (2013). Narrativas Transmedia: Cuando todos los medios cuentan. Deusto. | |
| dc.relation.references | Buckingham, D. (2007). Beyond Technology: Children's Learning in the Age of Digital Culture. Polity Press. | |
| dc.subject | Narrativa transmedia | |
| dc.subject | Conservación de especies | |
| dc.subject | Educación ambiental | |
| dc.subject | Cultura participativa | |
| dc.subject | Sostenibilidad | |
| dc.subject | Contenidos digitales | |
| dc.subject.keyword | Transmedia Narrative | |
| dc.subject.keyword | Species Conservation | |
| dc.subject.keyword | Environmental Education | |
| dc.subject.keyword | Digital Content | |
| dc.subject.keyword | Participatory Culture | |
| dc.subject.keyword | Sustainability | |
| dc.subject.lemb | Conservación de la biodiversidad - Comunicación social | |
| dc.subject.lemb | Educación ambiental - Medios de comunicación digitales | |
| dc.subject.lemb | Narración transmedia - Comunicación audiovisual | |
| dc.title | Univerzoo episodio Colombia | |
| dc.type.coar | http://purl.org/coar/resource_type/c_bdcc |
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