MediaLab UTPL, the promotion of audiovisual innovation
DOI:
https://doi.org/10.31637/epsir-2025-970Keywords:
MediaLab, innovation, education, audiovisual communication, transmedia narratives, interdisciplinary collaboration, hands-on learning and emerging technologiesAbstract
Introduction: The MediaLab of the Universidad Técnica Particular de Loja promotes innovation in communication by focusing on transmedia narrative strategies for audiovisual production. It was born as a response to technological and cultural changes in the field of communication. Its objective is to explore new ways of generating content that involves the audience. Methodology: To investigate the impact of MediaLab, qualitative and quantitative methods are used through in-depth interviews, participant observation, surveys and content analysis. Results: Innovative projects such as La Nota UTPL, Medicina en Casa, Loja Ayer y Hoy, 360º tours, photogrammetry, and holograms allow students to apply their skills in audiovisual production and narrative techniques. These projects offer practical and meaningful learning, strengthening interdisciplinary skills. Discussion: Staying at the forefront of these trends involves keeping abreast of new technologies emerging in the industry. Creativity and innovation emerge as the fundamental keys. This approach is supported by interdisciplinary work, which involves researchers, teachers, and students in the creation of cutting-edge proposals. Conclusions: MediaLab UTPL is consolidated as a reference in audiovisual production in Ecuador, promoting innovation and interdisciplinary collaboration.
Downloads
References
Bailey, J. y Bailenson, J. (2017). Considering virtual reality in children’s lives. Journal of Children and Media, 11(1), 107-113. https://doi.org/10.1080/17482798.2016.1268779 DOI: https://doi.org/10.1080/17482798.2016.1268779
Barwise, P. y Meehan, S. (2010). The one thing you must get right when building a brand. Harvard Business Review, 88, 80-84.
Boulanger, C. y Guitton, P. (2020). Interactive video in immersive environments. Springer.
Burgess, J. y Green, J. (2018). YouTube: Online video and participatory culture. Wiley.
Gutiérrez, A. y Tyner, K. (2012). Educación para los medios, alfabetización mediática y competencia digital. Comunicar, 19(38), 31-39. DOI: https://doi.org/10.3916/C38-2012-02-03
Hinojosa, M., Marín, I. y Maldonado, M. (2024). Inteligencia Artificial y la producción audiovisual. En A. Torres-Toukoumidis y T. León-Alberca (Coords.), ComunicAI. La revolución de la Inteligencia Artificial en la Comunicación (pp. 135-167). Comunicación Social Ediciones y Publicaciones.
Javeed, S., Rasool, G. y Pathania, A. (2024). Augmented reality in marketing: a close look at the current landscape and future possibilities. Marketing Intelligence & Planning, 42(4), 725-745. DOI: https://doi.org/10.1108/MIP-04-2023-0180
Jenkins, H. (2006). Convergence culture: where old and new media collide. University Press.
Jerald, J. (2015). The VR book: Human-centered design for virtual reality. Association for Computing Machinery and Morgan & Claypool
Phillips, A. (2012). A creator's guide to transmedia storytelling: How to captivate and engage audiences across multiple platforms. McGraw Hill Professional.
Remondino, F. y El‐Hakim, S. (2006). Image‐based 3D modelling: a review. The Photogrammetric Record, 21(115), 269-291. https://doi.org/10.4224/21275176 DOI: https://doi.org/10.1111/j.1477-9730.2006.00383.x
Rodríguez, M. A. M., Rubio, A. M. A., Lingán, A. M. A., Rubio, D. E. P., Bocanegra, J. C. S. y Flores, J. W. C. (2023). Inteligencia Artificial en la educación digital y los resultados de la valoración del aprendizaje. https://doi.org/10.31219/osf.io/c3pmd DOI: https://doi.org/10.31219/osf.io/c3pmd
Ruiz, M. (2024). Innovación tecnológica: Eventos inmersivos [Trabajo de fin de grado, Universidad Rey Juan Carlos]. https://shorturl.at/rX9Lx
Ryan, L. (2015). Narrative as virtual reality 2: Revisiting immersion and interactivity in literature and electronic media. JHU press.
Scolari, C. (2009). Transmedia Storytelling: Implicit Consumers, Narrative Worlds, and Branding in Contemporary Media Production. International Journal Of Communication, 3, 21
Scolari, C. (2013). Narrativas Transmedia: Cuando todos los medios cuentan. Deusto.
Siemens, G. (2004). Connectivism: A Learning Theory for the Digital Age. International Journal of Instructional Technology and Distance Learning, 2, 14-16.
Slater, M., y Sanchez-Vives, V. (2016). Enhancing our lives with immersive virtual reality. Frontiers in Robotics and AI, 3, 74. DOI: https://doi.org/10.3389/frobt.2016.00074
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Juan Carlos Maldonado, Carlos Ortiz Leon, Abel Suing
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Authors who publish with this journal agree to the following terms:- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Non Commercial, No Derivatives Attribution 4.0. International (CC BY-NC-ND 4.0.), that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).