
Javier Pereda
I am a Web Scientist with a background in Design, Marketing, Multimedia and Television. My work focuses on Heritage Organisations and their data, primarily through Semantic Web technologies, and how that data can be facilitated to their communities through a wide range of User Interfaces.
I am currently a researcher in FACTLab Liverpool and a lecturer in Graphic Design and Illustration, where I am exploring the role of Interaction Design and Printmaking processes.
I am currently a researcher in FACTLab Liverpool and a lecturer in Graphic Design and Illustration, where I am exploring the role of Interaction Design and Printmaking processes.
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Papers by Javier Pereda
The recommendations detail an end-to-end process, with case-study examples and supported by detailed training materials, which we ask UK cultural heritage institutions and their funders to adopt to help build a unified UK digital collection.
The adoption of these recommendations will take place as the AHRC develops options for a digital research infrastructure that would create the investment necessary to fund the elements of these recommendations beyond the capability and capacity of individual institutions.
TaNC believes that a unified UK digital collection will achieve transformational outcomes by breaking down the barriers that exist between the UK’s outstanding cultural heritage collections and unlocking their full potential for our cultural, social and economic good.
If the sector can adopt more common ways of working, ensuring their digital collections are created, stored and organised using agreed technical standards; protected with appropriate cybersecurity provisions; and preserved in ways that keeps them available for generations of users to come, they could be shared across a UK-wide technology infrastructure that would enable the public, specialist researchers and key communities of interest to access and engage with our cultural heritage in ways not yet even imagined.
que permita su reinserción. Se problematiza las limitadas oportunidades de participación que tienen los investigadores noveles
latinoamericanos que buscan la reinserción. El objetivo de esta investigación es explorar las razones que dificultan su ingreso a la
academia y evidenciar las deficiencias de las políticas gubernamentales para el desarrollo de programas de absorción. La metodología
empleada es el análisis crítico del discurso de cinco biografías de doctores mexicanos y chilenos. Los resultados informan el empleo
de estrategias discursivas que apuntan a legitimar las razones de la precariedad laboral y la construcción discursiva de estos actores.
Este artículo contribuye a reconocer patrones similares en investigadores noveles latinoamericanos
The TUI uses off the shelf electronics and a paper-based set of tokens to engage the user with the system, thus facilitating the exploration with CH collections through querying.
After the introduction of the Monsters Cinema in the 1930s, Mexican audiences welcomed and adopted characters like Dracula, Nosferatu, Frankenstein and The Werewolf. The success of Monster Cinema in Mexican culture was based on the integration of national legends and beliefs, placing them in local and identifiable concepts in the Mexican popular imagination. Later, Lucha Libre Cinema mixed with Monster Cinema resulting in the birth of new heroes and myths.
These emergent paladins of the Mexican metropolis set the cultural and moral standards of that time and how Mexicans wanted to be perceived. Through an anthropological and historical analysis of Mexican Cinema and Lucha Libre, this
paper investigates the main social interaction of male wrestlers who perform as heroes inside the celluloid world and outside of it. We explore how masculinity and the male figure evolves in Lucha Libre Cinema, and the processes that wrestlers have to undergo in order to be able to portray themselves as superheroes of an evolving and fast growing Mexico.
After the introduction of the Monsters Cinema in the 1930s, Mexican audiences welcomed and adopted characters like Dracula, Nosferatu, Frankenstein and The Werewolf. The success of Monster Cinema in Mexican culture was based on the integration of national legends and beliefs, placing them in local and identifiable concepts in the Mexican popular imagination. Later, Lucha Libre Cinema mixed with Monster Cinema resulting in the birth of new heroes and myths. These emergent paladins of the Mexican metropolis set the cultural and moral standards of that time and how Mexicans wanted to be perceived.
Through an anthropological and historical analysis of Mexican Cinema and Lucha Libre, this paper investigates the main social interaction of male wrestlers who perform as heroes inside the celluloid world and outside of it. We explore how masculinity and the male figure evolves in Lucha Libre Cinema, and the processes that wrestlers have to undergo in order to be able to portray themselves as superheroes of an evolving and fast growing Mexico.""
The objective of this project is to analyse and present how the visual elements within the masks are created and how they evolve through time. Utilising several visual communication methods I have been able to explore the ideas and processes behind the characters creation and its evolution inside the Lucha Libre media. This has been done through the implementation of diverse technologies which enables any user to be submerged into the world of Lucha Libre and witness that experience. Through the next interactive exhibitions, this project offers a mixture of visualisation, technology and social theory, looking to understand the anthropological complexity behind the design of the masks inside the Lucha Libre world.
We consider the implications of the data deluge focusing on this problem of privacy using Philosophy, Marketing and Law. We use a philosophical theory of privacy as ‘information control’ to highlight the tension between different claims over personal data. Then disciplinary perspectives of Marketing and Law have been chosen for discussion as they exemplify different mechanisms for exerting information control in the interests of different stakeholders.
Books by Javier Pereda
El propósito de esta investigación es la creación de un marco de referencia, teórico y metodológico novedoso para reducir brechas digitales generacionales y de información, donde se permita a usuarios de diferentes niveles desarrollar y elaborar preguntas complejas en las Redes Semánticas enfocadas en Patrimonio Cultural. Como resultado, este estudio presenta el proceso para resolver preguntas de investigación relacionadas con el acceso de información digital a través del uso de Interfaces Tangibles (Tangible User Interfaces/TUI). El prototipo aquí presentado hace uso de la cognición corpórea (embodied cognition) a través de actividades de naturaleza constructivista en las cuales los usuarios se acercan al PCR llevando a cabo preguntas sobre su contenido mediante la utilización de objetos físicos. La metodología utilizada se deriva de investigación previa donde se establecen diferentes niveles de necesidad de la información como un proceso de Interacción Humana con la Información (Human Information Interaction/HII) y a su vez, este proceso utiliza Diseño Centrado en el Usuario (User Centred Design/UCD). El sistema interactivo creado, permite formular preguntas complejas integrando información proveniente de un vasto grupo de diferentes organizaciones dentro del patrimonio cultural (ej. Museos, bibliotecas, archivos, universidades, etc.). El caso de estudio particular que aquí presentamos, se enfoca en Europeana (uno de los mayores proyectos de integración de información cultural digital en Europa) como proveedor de información. A través de su API (Interfaz de Programación de Aplicaciones), el sistema interactivo transforma los datos digitales en elementos físicos manipulables.
Talks by Javier Pereda
The recommendations detail an end-to-end process, with case-study examples and supported by detailed training materials, which we ask UK cultural heritage institutions and their funders to adopt to help build a unified UK digital collection.
The adoption of these recommendations will take place as the AHRC develops options for a digital research infrastructure that would create the investment necessary to fund the elements of these recommendations beyond the capability and capacity of individual institutions.
TaNC believes that a unified UK digital collection will achieve transformational outcomes by breaking down the barriers that exist between the UK’s outstanding cultural heritage collections and unlocking their full potential for our cultural, social and economic good.
If the sector can adopt more common ways of working, ensuring their digital collections are created, stored and organised using agreed technical standards; protected with appropriate cybersecurity provisions; and preserved in ways that keeps them available for generations of users to come, they could be shared across a UK-wide technology infrastructure that would enable the public, specialist researchers and key communities of interest to access and engage with our cultural heritage in ways not yet even imagined.
que permita su reinserción. Se problematiza las limitadas oportunidades de participación que tienen los investigadores noveles
latinoamericanos que buscan la reinserción. El objetivo de esta investigación es explorar las razones que dificultan su ingreso a la
academia y evidenciar las deficiencias de las políticas gubernamentales para el desarrollo de programas de absorción. La metodología
empleada es el análisis crítico del discurso de cinco biografías de doctores mexicanos y chilenos. Los resultados informan el empleo
de estrategias discursivas que apuntan a legitimar las razones de la precariedad laboral y la construcción discursiva de estos actores.
Este artículo contribuye a reconocer patrones similares en investigadores noveles latinoamericanos
The TUI uses off the shelf electronics and a paper-based set of tokens to engage the user with the system, thus facilitating the exploration with CH collections through querying.
After the introduction of the Monsters Cinema in the 1930s, Mexican audiences welcomed and adopted characters like Dracula, Nosferatu, Frankenstein and The Werewolf. The success of Monster Cinema in Mexican culture was based on the integration of national legends and beliefs, placing them in local and identifiable concepts in the Mexican popular imagination. Later, Lucha Libre Cinema mixed with Monster Cinema resulting in the birth of new heroes and myths.
These emergent paladins of the Mexican metropolis set the cultural and moral standards of that time and how Mexicans wanted to be perceived. Through an anthropological and historical analysis of Mexican Cinema and Lucha Libre, this
paper investigates the main social interaction of male wrestlers who perform as heroes inside the celluloid world and outside of it. We explore how masculinity and the male figure evolves in Lucha Libre Cinema, and the processes that wrestlers have to undergo in order to be able to portray themselves as superheroes of an evolving and fast growing Mexico.
After the introduction of the Monsters Cinema in the 1930s, Mexican audiences welcomed and adopted characters like Dracula, Nosferatu, Frankenstein and The Werewolf. The success of Monster Cinema in Mexican culture was based on the integration of national legends and beliefs, placing them in local and identifiable concepts in the Mexican popular imagination. Later, Lucha Libre Cinema mixed with Monster Cinema resulting in the birth of new heroes and myths. These emergent paladins of the Mexican metropolis set the cultural and moral standards of that time and how Mexicans wanted to be perceived.
Through an anthropological and historical analysis of Mexican Cinema and Lucha Libre, this paper investigates the main social interaction of male wrestlers who perform as heroes inside the celluloid world and outside of it. We explore how masculinity and the male figure evolves in Lucha Libre Cinema, and the processes that wrestlers have to undergo in order to be able to portray themselves as superheroes of an evolving and fast growing Mexico.""
The objective of this project is to analyse and present how the visual elements within the masks are created and how they evolve through time. Utilising several visual communication methods I have been able to explore the ideas and processes behind the characters creation and its evolution inside the Lucha Libre media. This has been done through the implementation of diverse technologies which enables any user to be submerged into the world of Lucha Libre and witness that experience. Through the next interactive exhibitions, this project offers a mixture of visualisation, technology and social theory, looking to understand the anthropological complexity behind the design of the masks inside the Lucha Libre world.
We consider the implications of the data deluge focusing on this problem of privacy using Philosophy, Marketing and Law. We use a philosophical theory of privacy as ‘information control’ to highlight the tension between different claims over personal data. Then disciplinary perspectives of Marketing and Law have been chosen for discussion as they exemplify different mechanisms for exerting information control in the interests of different stakeholders.
El propósito de esta investigación es la creación de un marco de referencia, teórico y metodológico novedoso para reducir brechas digitales generacionales y de información, donde se permita a usuarios de diferentes niveles desarrollar y elaborar preguntas complejas en las Redes Semánticas enfocadas en Patrimonio Cultural. Como resultado, este estudio presenta el proceso para resolver preguntas de investigación relacionadas con el acceso de información digital a través del uso de Interfaces Tangibles (Tangible User Interfaces/TUI). El prototipo aquí presentado hace uso de la cognición corpórea (embodied cognition) a través de actividades de naturaleza constructivista en las cuales los usuarios se acercan al PCR llevando a cabo preguntas sobre su contenido mediante la utilización de objetos físicos. La metodología utilizada se deriva de investigación previa donde se establecen diferentes niveles de necesidad de la información como un proceso de Interacción Humana con la Información (Human Information Interaction/HII) y a su vez, este proceso utiliza Diseño Centrado en el Usuario (User Centred Design/UCD). El sistema interactivo creado, permite formular preguntas complejas integrando información proveniente de un vasto grupo de diferentes organizaciones dentro del patrimonio cultural (ej. Museos, bibliotecas, archivos, universidades, etc.). El caso de estudio particular que aquí presentamos, se enfoca en Europeana (uno de los mayores proyectos de integración de información cultural digital en Europa) como proveedor de información. A través de su API (Interfaz de Programación de Aplicaciones), el sistema interactivo transforma los datos digitales en elementos físicos manipulables.
This paper presents a Web based Tangible User Interface to explore Cultural Heritage knowledge. It discusses novel approaches to assist users to conceptualise and deliver complex queries to Linked Data repositories. The paper discusses information engagement challenges currently raised in the Cultural Heritage sector (CH) on the Web. Moreover, it introduces Europeana as a case study where Linked Data repositories are used to offer users the opportunity to explore vast sets of knowledge in museums, libraries, and archives across Europe.
One of the primary issues that needs highlighting is that all engagement with digital content occurs via an interface. Especially on the Web, experiences and learning objectives become increasingly dependant on interaction design. Interfaces have to provide all or most of the elements that museums offer to achieve a meaningful visitor experience.
There are several interaction methods that can help online museums (OM) to achieve their communication and pedagogic activities. This research focuses on understanding such interaction methods and how users might interact and learn with online cultural heritage. Moreover, it is also important to understand how online learners might approach a system when looking for a specific set of knowledge.
Although different groups are working to make museums’ digital content more accessible to the world, it is still difficult for many visitors to use it. Tangible user interfaces (TUI) may help to solve this issue. Nonetheless, TUIs are still on their infancy and require further study, especially on the Web. This research adopts TUIs as a primary method of interaction for asking questions in a linked data system provided by OMs. This provides an innovative and alternative method for interacting with knowledge.
This research will address the different ways in which users can interact with online museums (OM) by studying new interaction technologies that can be applied through the Web. More specifically, on understanding how new interaction methods such as Tangible User Interfaces (TUI) can enhance engagement with the OM content. TUIs have been proven to facilitate interaction with computer applications especially with children and constructivist learning environments. Therefore TUIs present a positive environment where OM visitors can be empowered and motivated to engage with the content. By embedding interactivity and data to such embodied artefacts, new areas such as the Internet of Things (IoT) have risen innovating interaction methods where many Cultural Heritage areas can benefit from. Meanwhile TUIs behave as the ergonomic element for digital interaction (Fitzmaurice et al., 1995), IoT objects provide the inter- connectivity (communication) (Krannenburg, 2008) between the user and the museums’ content.
As human beings we have been always hiding behind masks.
They do not have to be face masks; they do not have to be made of wood, silk or even iron. However, society encourages us to wear a mask in order to be accepted into it. Using a physical mask enables us to represent something that we are not, or possibly something that we really want to be, or even something that we truly are and we are not even aware of it. What if we decide to use these masks, not because we have to, but because we want to? What kind of person would you become? A super hero? A villain? Well, this is what wrestlers do. They create their own costumes, their own masks and impregnate on them all their memories, their culture, their history and their deepest hopes and dreams in order to be somebody in their world. The use of masks comes from ancient traditions in diverse cultures and the design of them represent the most important part of a character because through it, is communicated the essence of the character. My research focused on understanding the background and history of each mask design through an extensive analysis in order to achieve a wider knowledge of how graphical components play fundamental roles in the identity construction of a character.
As a Mexican graphic designer, my work is imbued with a mixture of cultures, colours and ideologies. The collection produced during this research is a combination of art and technology which encompasses the identity of my culture. The idea itself was to present Mexican Lucha Libre and its mask designs. There is an immense cult following Lucha Libre in countris such as Japan, the United States and Mexico. My work introduces the audience to the hidden world behind the wrestling mask and furthermore, opens doors to the Mexican Lucha Libre world.
Day 2 (Thursday, 6 @ 3:00-4:00 PM). Visualising behind the mask
Lucha Libre has played an important role in Mexican culture since the late 1950s. At its early stage, wrestling from the United States and the French “Catch as Catch Can” blended within popular Mexican culture absorbing its social, political and mythical idiosyncrasy evolving later into what it would be known as Lucha Libre. This sport has become famous mainly due to its masked wrestlers which embed their family traditions, beliefs and fears into the design of their masks, allowing them to transform a regular person into a fearless character.
The objective of this project is to analyse and present how the visual elements within the masks are created and how they evolve through time. Utilising several visual communication methods I have been able to explore the ideas and processes behind the characters creation and its evolution inside the Lucha Libre media. This has been done through the implementation of diverse technologies which enables any user to be submerged into the world of Lucha Libre and witness that experience. Through the next interactive exhibitions, this project offers a mixture of visualisation, technology and social theory, looking to understand the anthropological complexity behind the design of the masks inside the Lucha Libre world.
This project presents the designer’s interpretation of an archaeological site in order to produce material for the case study. The installation involves several technological elements that complement each other to provide the best interpretation and enhance experimentation. Among other technologies, the installation utilizes Augmented Reality, 3D Modelling, Projection Mapping and 3D Printing to assist in the interpretation of the site.
The project will be using the site of Portus, Italy as the example for visualization and will focus exclusively on one of the warehouses. The methodology developed for this project will be transposable to almost any archaeological site. The project attempts also to generalize and standardize a process for the development of these types of installations and interfaces. As we progressively become more multi-skilled, the boundaries between industries become less visible and it is difficult to pre-plan when we require to bring other specialists into the field. The familiarization with these types of projects can motivate other industries to become more open to collaborative research.
I believe that one of the main obstacles hindering the implementation of this technology is usually monetary. For this reason this project has promoted the idea of utilizing ‘open source’ and accessible technologies in order to facilitate the distribution of content. I am attempting to produce a minimum cost project in which open source elements like the Flash Spark Library or the Arduino chipset play essential roles.
I think this will motivate other researchers to start introducing this technology and implementing it within more projects, thus promoting interdisciplinarity. This is a project that can be used for experimentation (Archaeologists) or presentation (Museums).
The objective of this project is to analyze and present how the visual elements within the masks are created and how they evolve through time. Utilizing several visual communication methods I have been able to design an explanation of the characters creation and its evolution inside the Lucha Libre media. This has been done through the implementation of diverse technologies which enables any user to be submerged into the world of Lucha Libre and witness that experience.
Through the next interactive exhibitions, this project offers a mixture of visualization, technology and social theory, looking to understand the anthropological complexity behind the design of the masks inside the Lucha Libre world.
Data Visualization 01 - Poster 13.2 cm x 19.2 cm
In Mexican Wrestling there are bets in which wrestlers gamble their masks against other masks, hair or even careers. This data visualization poster displays these complex relationships between wrestlers, depicting who has won against who.
Data Visualization 02 // Fractal Bets - Poster 200 cm X 100 cm
In this case the Social Networking in Mexican Wrestling is presented. The information displayed covers the wrestlers who lost the masks, hair or beard and who did they lost it against. Using over 120 wrestlers recorded on a database, the information is displayed like fractals in which the winning character behaves as a main cell from where the rest of the elements expand, representing the defeated making an exponential division for each wrestler. The poster contains a grid to allow the viewer to locate faster a desired wrestler and find its coordinates.
Data Visualization 03 // Bets Moowheel (Digital)
This is an interactive interface developed with Moowheel, a JavaScript library licensed under an MIT-style license.
Flash based mosaic generated video output (Digital)
This interface uses any kind of video input which is recognized by a Flash interface, and then translated into a mosaic build from over 150 mask icons that act like pixels to generate a brand new image.
The Mask Spinner (Digital)
This interface was developed to define the main styles of wrestling masks. After defining the main styles, a basic image identity was developed for each one of the wrestlers presented.
After the introduction of the Monsters Cinema in the 1930s, the Mexican audience started to adopt several characters like Lugosi’s Dracula, Nostradamus, Frankenstein and The Werewolf. The success of Monster Cinema in Mexican culture is based on the integration of national legends and beliefs, placing them in local and very identifiable places for the Mexican populous. Later, there was the introduction of La Llorona (The Crying Woman, 1933), La Mujer Sin Cabeza (The Headless Woman, 1944) and La Momia Azteca (The Aztec Mummy, 1957). The moment that Lucha Libre Cinema mixes with Monster Cinema, new heroes and myths were born. These emergent heroes of the Mexican metropolis were setting the standards of how Mexicans wanted to be perceived along with the cultural and moral standards of that time.
Although the Lucha Libre cinema portrays a very dominant masculine figure, in its beginning it was contradictory to the image of the traditional male depicted in the conventional Mexican cinema, which used to present authoritative “macho” characters. By 1965 there was an interesting addition with the movie Las Luchadoras vs. La Momia (The Wrestling Women vs. The Mummy, 1964), in which women were empowered and overtake the super hero lead in the Lucha Libre Cinema and the sport.
Through this paper we will present the main social interaction of male wrestlers who perform as heroes inside the celluloid and outside of it. We will explore how masculinity and the male figure evolves in Lucha Libre Cinema, and the processes they have to undertake in order to be able to still portray as superheroes of an evolving and fast growing Mexico.
The Museo Integrado calls for museums to “take part in bringing awareness into the societies to which it serves”. However, this can become challenging due to the alienation generated by Western and Anglo-centric epistemologies, cosmovision and technologic impositions. How are museums meant to represent knowledge when the systems used to describe such knowledge do not engage with the perspective of the communities they are meant to serve? How do we overcome the large digital divide within cultural institutions, their staff, and especially among communities, not only in the context of the Global South, but also evident within the UK. The Digital Humanities have provided a paradigm shift in how knowledge production can sustain (and disrupt) novel research methods in the historic and cultural sector. TaNC research aims to identify such novel methods and integrate them within a sustainable model accessible for the wide range of users and non-direct users of cultural heritage.
As said, the Web started an on-going transformation on how museums interact with audiences and vice versa. The way in which this is happening has not been completely understood yet due to the novelty of the Web. In addition, due to this novelty, there are many new technologies that the OM could benefit from, but that nevertheless, haven’t been identified nor adopted by the museum sector. OMs have a big challenge to provide the best experience when visiting their collections. New technologies are being used and developed everyday and many of them can provide a pathway to promote engagement in the OM. No matter how the interaction occurs in the OM, it will always happen through a User Interface (UI). Therefore, it can be argued that Tangible User Interfaces (TUI) can provide a pathway for producing learning activities where users/visitors can be active, thus constructing knowledge. Nevertheless, it is necessary to study such tools in order to understand their impact in the several communities that embrace the OM, along with technological issues that may hinder its implementation by the museum community or enthusiasts.
This article is divided into two sections: First, an introduction of the new challenges that Design faces whilst encounters itself with digital technologies that facilitates and disrupts its practice. It discusses the new challenges of making and thinking as designers. Second, we invite Design (read below) students and practitioners to reflect of their practice and how this new practice challenges their perception of the things they make. This second section is sparked by a self-reflection of selected students who attended the TEI’19 Conference in Arizona, USA, and a short piece from the Printeractive Research Group.