human ecosystems – P2P Foundation https://blog.p2pfoundation.net Researching, documenting and promoting peer to peer practices Mon, 10 Apr 2017 18:12:29 +0000 en-US hourly 1 https://wordpress.org/?v=5.5.15 62076519 Patterns of Commoning: Digital Arts as a Commons https://blog.p2pfoundation.net/patterns-of-commoning-digital-arts-as-a-commons/2017/04/12 https://blog.p2pfoundation.net/patterns-of-commoning-digital-arts-as-a-commons/2017/04/12#respond Wed, 12 Apr 2017 08:00:00 +0000 https://blog.p2pfoundation.net/?p=64830 Salvatore Iaconesi: Since their beginnings, digital arts have provided great impetus to the commons, driven in part by their irreverent resistance to the ideas of copyright and of intellectual property. Arts criticize existing codes of politics and culture – through surrealism, irony and other means – creating new imaginary orders. On the one hand they sense... Continue reading

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Salvatore Iaconesi: Since their beginnings, digital arts have provided great impetus to the commons, driven in part by their irreverent resistance to the ideas of copyright and of intellectual property. Arts criticize existing codes of politics and culture – through surrealism, irony and other means – creating new imaginary orders. On the one hand they sense emerging consensual realities and communicate them in their own peculiar ways; on the other hand they always tend to push a bit further beyond what is perceived as possible or real, by enacting simulacra and narratives.

Both of these modalities of the digital arts are linguistic in nature. They challenge language, and create new idioms – words, sentences, phrases, meanings – in ways that are meant to be interpreted and performed.

So it is not entirely incorrect to say that artists’ main occupation is to create performative platforms for people’s expression, and to give people new opportunities to re-create the elements of their world by interpreting the artwork (which is, after all, a symbolic representation of the essence of its times, from the artist’s point of view). Art instigates a shared performative dialogue about how we shall perceive our shared reality.

In this sense, artists are indispensable enablers for the creation of our political and cultural commons. Whether their artworks are freely shared (as happens with many digital artists, for example) or not, they continuously contribute shared fragments of collective imaginaries that ultimately constitute our cognitive and psychic commons.

The digital arts pursue this mission through two key, coexisting modalities – the creation of frameworks and platforms for expression, and the re-appropriation and transformation of existing culture. The ubiquitous availability and accessibility of digital media enable artists to produce radical communication performances with relatively low effort, rivaling the expensive, highly produced performances of corporations and governments. This simple fact explains why digital arts are able to create so many insurgent new liberated spaces that can be appropriated, accessed, shared and used as commons.

Let’s examine a few.

The Human Ecosystems project enacts a participatory and inclusive process revolving around public data and information.1  Data about the behaviors of people in given neighborhoods – transit patterns, hotspots of creativity, commerce, crime, and so forth – are aggregated from various social networks in cities and then compiled to reveal hidden “relational ecosystems” in that city. The idea is to transform real-time digital data streams into source material for visualizing hidden patterns of human interaction. City agencies can use the data to engage communities in participatory decisionmaking and policy-shaping processes. Academics and urban planners are studying the data-based “human ecosystems” to gain new insights into urban design and cultural anthropology. Artists are developing new types of artistic interpretations and public performances about city life. Citizens, designers, researchers, entrepreneurs and public administrators participating in Human Ecosytems workshops are learning how to use this data for diverse purposes, such as the design of innovative city services and peer-to-peer business models.

One outgrowth of the Human Ecosystems project is the concept of Ubiquitous Commons. Millions of citizens are generating vast quantities of digital information via their mobile phones, web visits, public databases and more every day. There are rich new opportunites to create new types of public spaces that could function as commons. The Human Ecosystems project wants to ensure that that happens. But this requires that public datasets using social networking platforms be made freely available and accessible so that the information can be used as a data commons.

With appropriate access, artists can use the data to create visualizations of how emotions, topics and modalities of expression flow across time and geography in the city, or generate sounds which render a city’s emotional expression. Researchers can use the data to make new ethnographic or sociological insights. Citizens and public administrations can use the data to understand how to engage communities and cultures in the city, forming human networks to participate in shared decisionmaking processes. Designers can use the data to invent anything from toys2 to innovative services, adding value to the knowledge and expression produced ubiquitously across the city. The interests and relations discovered on social networks can be used to initiate productive dialogues about what citizens really want from urban spaces and city government, and reveal how they actually behave. Any processes of commoning find their origin in political activism. The radical transformation of the ways in which people have learned to communicate through the Internet have brought on major changes in the very definitions of what is (and could be) a “movement” in the digital age. The Arab Spring, the 99 Percent, Occupy3 and Anonymous 4 – often in conjunction with the digital arts – are causing a metamorphosis in how we think about personal identity, public space, authorship and aesthetics.

Increasingly, ad hoc movements based on digital collaboration are becoming powerful creative forces in their own right, shaping how people relate to each other and express themselves to the wider society, and self-organize to challenge the state. In Italy, for example, there is a rich history of collaborations between arts and political movements in the digital era. Some of the most notable ones have invented fictitious, shared public identities as a commons-based vehicle for artistic and political commentary. An early example was Luther Blissett (later renamed Wu-Ming), a collective identity used by hundreds of cultural activists starting in 1994 for participatory writing processes and for post-dadaist political actions.5  “Blissett” has been the “author” of countless situationist pranks, performances and even a historical novel that sold hundreds of thousands of copies in more than ten languages.

A more recent example is RomaEuropa FakeFactory, a participatory fake cultural institution that was created in response to the stodgy, traditionalist cultural policies of Rome’s city administration in 2008. The REFF argues, “Defining what is real is an act of power. Being able to reinvent reality is an act of freedom.” Its commitment to fake, remixed, recontextualized and plagiarized art projects has made it an international movement, eventually recognized officially by governments and organizations.6

Serpica Naro7 and San Precario8 are two movements that protested against the politics of austerity and its role in eliminating jobs and worsening precarity. Serpica Naro is a fictitious activist fashion designer created by the San Precario and Chainworkers collectives. She is intent on subverting the fashion system’s proprietary luxury brands and marketing, and building instead “open brands” that invite mass participation and creativity. San Precario is a faux saint – the Patron Saint of Precarious Workers and Lives – who was invented in 2004 to protest the growing use of “flexible” working arrangements without social security or other benefits. There is even a specific prayer that can be made to San Precario, which asks for paid maternity leave, protection for chain store workers and holidays for call center operators.

A final collective artistic endeavor that has mobilized dissent toward the politics of austerity, especially as it affects public education, is Anna Adamolo,9 a fake ministry of education and the Minister herself, Anna Adamolo. The persona has been used as a way for the Italian people to collectively express their protests against the government. One email issued by Anna Adamolo, for example, declared, “Today, we symbolically build on the Net a new Ministry, the Ministry that we all would want to have in Italy, where the voices of the temporary workers, of the students, of the teachers, of all the citizens, are finally heard.”

All three projects are focused on using fictitious public identities as ways to create shared spaces for responsibility and purpose. All are based on creating a mythological persona that can be used to organize a commons: a collaborative vehicle through which to protest and express alternative proposals and solutions. In effect, these characters are a series of meta-brands – carefully constructed cultural memes that can be accessed and used by everyone.

Again, the patterns for creating digital arts commons are minimal and direct: establish a platform for expression (in these cases, meta-brands, collective identities, fake cultural institutions that act in open-source ways) and a participatory performative dimension (a movement, its mythopoiesis, its practices, meetings, events). For example, the Serpica Naro movement has turned into a toolkit for open source fashion in the digital age, and has developed a rich archive of knowledge and models. San Precario has produced a series of collaboratively collected kits, how-tos, tutorials and surreal protest models against precarity and austerity. Anna Adamolo now hosts an archive of art performances, lessons, open courseware on multiple subjects as a form of artistic practice. It has even proposed new models for formal and informal education systems.

Digital arts often manifest themselves in surprising ways in physical territories, leading to the creation of commons. In Sicily, Italy, the Museo dell’Informatica Funzionante – the Museum of Working Informatics in Palazzolo Acreide – has created a vast collection of old computer systems that people can use both physically and remotely via the Internet. They can enjoy using the amusingly obsolete computers, learn basics of electronic and computer science, and share a piece of our history.10 The museum is a place where people can conserve, repair and preserve our heritage in digital formats and hardware, but also use the documentation, software, electrical schemes, books, manuals and media of various kinds. This place is, in fact, the only known place in which older software artifacts can function in their native environment, allowing anyone to study and understand the transformation of user interfaces, communication and collaboration functionalities, visual cultures and more.

The point of many art projects is to create new commons through the creation of archives, communication patterns and knowledge sharing. In “Sauti ya wakulima,11 (The Voice of the Farmers), artist Eugenio Tisselli used a few smartphones, some old, cheap mobile phones and other low technology devices to invite farmers from the Chambezi region of Tanzania to document their agricultural practices. The community, working with the artist, then used smartphones and mobile applications to publish images and voice recordings on the Internet, creating a shared digital space that allows easy, curated access to the community’s knowledge and memories. The project has enabled the farmers to communicate with extension officers and scientific researchers in remote locations, and to develop more advanced small-scale agricultural techniques for their harsh environmental conditions. All while making, through art, a powerful act of communication and awareness.

As the previous examples demonstrate, many of the most successful patterns for the creation of commons in the digital arts deal with the creation of archives: open collections of artworks, knowledge, data, content and more. This issue is fundamental to digital cultures that care about preserving the past and avoiding a digital dark age – “a possible future situation where it will be difficult or impossible to read historical electronic documents and multimedia, because they have been in an obsolete and obscure file format.”12 By creating archival materials only in open, documented, accessible and usable formats, they greatly enhance a society’s ability to preserve digital art, culture and knowledge production for future generations.

Perhaps the most forward-thinking example is the Internet Archive, a nonprofit founded by tech entrepreneur Brewster Kahle to provide free public access to vast stores of digitized materials. The Internet Archive includes websites, text, audio, moving images, software and 4.4 million public-domain books.13 Located in San Francisco and operating through donations and collaborations with the Library of Congress and the Smithsonian, the Internet Archive also provides specialized services for adaptive reading and information access for the blind and other persons with disabilities.

Are digital archives really commons, or just open platforms? A commons, after all, requires an active social engagement and a “space” for collaboration and mutuality built around a set of shared values and visions. And yet open platforms are also important vehicles for aggregating and sharing the most prized elements of a culture.

One digital project which does succeed in creating a space for participation around a shared set of values is HowlRound,14 a self-styled theater commons dedicated to the proposition that theater is for everyone. Instead of begging for crumbs from the formal, hierarchical, market-driven universe – while compromising their artistic vision in the process – HowlRound wanted to reinvent nonprofit theater as a commons. Its starting point is that “artists should have more say in how the American theater is run” – which, in the eyes of HowlRound commoners, is theater that is authentic, innovative, community-connected and accessible to all. Its website, video streaming, online journal, conferences and web archives are now a hub for all sorts of American community and nonprofit theater people.

This, in the end, could be the best way to describe how digital arts have built successful patterns of commoning: through artists’ sensibilities they have enacted transgressive actions which have created liberated spaces in the culture, most of the time in open defiance of intellectual property-based economies, in order to enable inclusive participation and free access and use of artworks, knowledge, information and data. The forms of commons enacted in the digital arts varies – from subversive situationist performances through institutional collaborations and everything in-between – but each reflects the active presence of shared values and ethical approaches, enabled by a shift in the perception of the possible. This creates a perception of the possibility of a “new normalcy field,” which is among the most important elements that the arts can make – a continuous redefinition of what the world is, and of what it means to live in a society.


Patterns of Commoning, edited by Silke Helfrich and David Bollier, is being serialized in the P2P Foundation blog. Visit the Patterns of Commoning and Commons Strategies Group websites for more resources.


Salvatore Iaconesi (Italy) is a robotic engineer, philosopher, artist and hacker. He teaches Digital Design and Near Future Design at La Sapienza University in Rome and at ISIA School of Design in Florence. salvatore-headshotHe is the founder of Art is Open Source, an international network of researchers, artists and designers dedicated to working across arts and sciences to gain better understandings, and to expose them to the transformations of human beings and their societies with the advent of ubiquitous technologies. Iaconesi is a TED Fellow, Eisenhower Fellow and Yale World Fellow. He is also an independent expert for the European Commission in the areas of ICT [information and communications technologies], design, open data and P2P models for education and production.

References

Photo by Dittmeyer

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Project Of The Day: Platform Design Toolkit https://blog.p2pfoundation.net/project-of-the-day-platform-design-toolkit/2016/10/14 https://blog.p2pfoundation.net/project-of-the-day-platform-design-toolkit/2016/10/14#respond Fri, 14 Oct 2016 21:06:37 +0000 https://blog.p2pfoundation.net/?p=60539 Recently, I attended a conference on Community Land Trusts. One of the elective workshops aimed to help non-profit land trusts develop additional businesses. The model for developing business ideas was taken from a book (Business Model Generation) written collaboratively by over 400 practitioners. One trend in business models is platforms. Airbnb and Uber built extractive... Continue reading

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Recently, I attended a conference on Community Land Trusts. One of the elective workshops aimed to help non-profit land trusts develop additional businesses. The model for developing business ideas was taken from a book (Business Model Generation) written collaboratively by over 400 practitioners.

One trend in business models is platforms. Airbnb and Uber built extractive platforms on top of the sharing movement. But online platforms do not have to evil.

The Platform Design Toolkit released it’s 2.0 version this year.  Despite it’s marketing hype concerning brands and industry shaping, the toolkit is released under a Creative Common license. One of its commons oriented aims is to create additional value within an ecosystem by generating ecosystem knowledge.

In fact, this is the essence of conferences, like the one I attended.  The event (a platform) assembles practitioners, theorists, regulators, and entrepreneurs (an ecosystem) to interact and exchange ideas (knowledge generation).


Extracted from: https://stories.platformdesigntoolkit.com/your-organization-too-can-be-a-platform-8d0668e55cb#.9vueudhbk

Platform Design Thinking is a totally new way to look at your organization going beyond traditionally imposed barriers on what a business or organization should be. Approaching organization design with a fresh mindset on what a modern organization can leverage on will help us reflect on its physical, structural and sometimes legal boundaries. This conversation is key to designing revolutionary value propositions and organization like creation spaces, that aim to be great for people, instead of big for shareholders.

Extracted from: http://platformdesigntoolkit.com/

Who is the Platform Design Toolkit for?

Corporate pioneers that want to shape reference markets, startup founders that want to disrupt incumbents, social entrepreneurs that want to achieve high impact.

Consultants that want to help clients, journalists and analysts that want to understand how platforms work: the toolkit is also a premium analysis tool.

As we’ve seen in many occasions while developing and explaining the Platform Design Toolkit, there are two key aspects of being a company-platform.

First, you need to ensure you build the right channels and contexts that make it possible for the transactions and relationships that exist in your ecosystem to happen smoothly and flawlessly.

The second key aspect is to see your organization as a powerful engine of learning. Provide means for performance improvement that can benefit not only the company shareholders but the ecosystem as a whole.

Extracted from: https://stories.platformdesigntoolkit.com/platforms-are-engines-of-learning-4f7b70249177#.2i98pvxcl

The topic of Positive Platforms is of course on our radar since a while. We’ve been keeping an eye on every relevant analysis and, in a few months old post, Marina Gorbis and Devin Fidler from Silicon Valley based Institute For The Future, identified eight principles of Positive Platforms design. All the points raised in the post are key and interesting, ranging from open access and transparency to democratic governance and more, and we took all of them into account in developing a new version of the Platform Schema that we will soon publish. By the way, among these principles, you will find one that we think is obviously key, that of “Upskilling”:

“The best platforms already show those who work on them pathways for learning […] and connect people to resources for advancement”

Extracted from: http://us11.campaign-archive1.com/?%20u=e272a9d50c52efb331777c60a&id=5dbfee3a1e

Earlier on in July the team held a company workshop with one of the primary financial institutions in Europe. We’ve learnt how human capital in knowledge intensive industries can help these companies become platforms, capable of multiplying the value for the customer through the facilitation of the ecosystem interaction: experts can successfully play the role of trusted advisers for customers.

The greatest learning we achieved was that Platforms help these brands climb the value chain and provide customers with higher level services by leveraging the expertise in the ecosystem and the convergence of strategies between several customers, helping them connect around more ambitious plans and projects.

Extracted from: http://us11.campaign-archive1.com/?u=e272a9d50c52efb331777c60a&id=d19099239a

Blockchains & Platforms: shaping the future of Insurance and Liabilities

The future of the insurance will therefore be on one side unbundled and commoditized?—?with trading of standardized risk and high-speed on Blockchain?—?and on the other will be a key process to give the brand a chance to take responsibility for complex and dynamic business processes that they will create by combining components as the DAO, smart contracts, distributed resources and open-source data: that “general intellect” that?—?despite the destructive force?—?can not be held legally responsible.

In a nutshell, Platforms (not only in the insurance industry) will increasingly take advantage of distributed tools and resources to build their business processes. These processes will be made of activities and information that are not owned by the brand itself, but of which the brand will be accountable for towards the user and the law; in doing so, the ability to calculate the overall risk of such complex combinations, will be an essential factor in determining the success of tomorrow’s brands and companies.

Photo by -Jeffrey-

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Bologna. The relational ecosystems of the city becomes a commons https://blog.p2pfoundation.net/bologna-the-relational-ecosystems-of-the-city-becomes-a-commons/2015/10/23 https://blog.p2pfoundation.net/bologna-the-relational-ecosystems-of-the-city-becomes-a-commons/2015/10/23#respond Fri, 23 Oct 2015 20:27:47 +0000 http://blog.p2pfoundation.net/?p=52475 Human Ecosystems (HE) is an international city based project running from 2013. Its main goal is to explore the mutation of public spaces in cities, designing performative strategies to promote citizen participation and ubiquitous, peer-to-peer innovation processes, in which citizens and other types of urban dwellers are able to use the city’s infoscape: its informational landscape. The project... Continue reading

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Human Ecosystems (HE) is an international city based project running from 2013. Its main goal is to explore the mutation of public spaces in cities, designing performative strategies to promote citizen participation and ubiquitous, peer-to-peer innovation processes, in which citizens and other types of urban dwellers are able to use the city’s infoscape: its informational landscape.
The project has already been instanced in various forms in urban settings such as Rome, Sao Paulo, New Haven, Montreal, Toronto, Berlin, Lecce, Bari, Budapest and, nowadays, in Bologna.
Together with the UC – Ubiquitous Commons research effort, the project aims at describing a ubiquitous infoscape in which data becomes an accessible, usable part of the landscape, just as buildings, trees, roads, and in which it is clear and transparent (although complex and fluid) what is public, private, intimate. And in which people, as individuals and members of society, are able to use their data to construct meaningful actions.

The project: how it works
HE is a complex technological system for cities and a new space for artistic, cultural and creative performance.

The systems massively captures data in real-time from entire cities and transforms it into a commons, available and accessible by anyone, and manageable collaboratively. Data is captured from major social networks (such as Facebook, Twitter, Instagram, Foursquare) and other data sources (such as census, land registries, energy, mobile traffic, and the many types of Open Data source which can be present in the city), and processed in near-real time using a variety of techniques (georeferencing, natural language analysis, emotional analysis, network analysis, data integration and fusion techniques, standard statistics techniques).

The result of these processes is a real-time Open Data source (a new immaterial commons) in which citizens become sensors, with their interactions and everyday expressions in the new and controversial space formed by social network.

Together with the data commons, the project is composed of two other main components: the RTCM – Real Time Museum of the City and a wide, inclusive education program, teaching citizens, children, elderly, artists, designers, researchers, public administrators, professionals and more to understand how to use HE and the Relational Ecosystem of the city and how to engage citizens in the process.
Human Ecosystems, workshop at SESC Vila Mariana, S. Paulo

Human Ecosystems, workshop at SESC Vila Mariana, S. Paulo

The RTMC is an iconic space in which the Ubiquitous Infoscape and the Relational Ecosystem of the city becomes perceivable and  materializes in the public space of the city. Designed as an interactive museum and a lab, people can explore the real time flows of data, information, knowledge, communication, emotion, opinion in the city, understanding its life and how it evolves over time. In the museum, people can learn how to use HE to collaborate, to perform research, to create artworks and designs, to find themselves within the Relational Ecosystem and to ask meaningful questions to the city.
All of the technologies related to HE are released as Open Source, and are actively maintained from an international community of practitioners in technologies, arts, sciences and humanities.
RTCM - Real Time Museum of the City , S, Paulo, SESC Vila Mariana

RTCM – Real Time Museum of the City , S, Paulo, SESC Vila Mariana

The Bologna case
From October 2015, Human Ecosystems started in the City of Bologna, creating a major case in the history of the project.
In its previous experiment so far, the role of the City administration was relatively limited, being research centers, universities, public museums and civil society the key partner of the project.
With Bologna things turned out to be different: for the first time, the City administration is the main driver of the process.
Bologna is historically one of the most advanced administration in Italy. It is the place in which the first experiments of electronic government and governace were born, and more recently the famous “social street” movement. It brings us the the “collaborative policies” adopted by the current city administration: an effort to define the “city as a commons”.

Who talks about collaboration in Bologna on social networks? And how? What are the more collaborative neighborhoods? Which topics are more discussed by citizens? What emotions are they expressing? Who are the hubs, the influencers, the bridges between communities and the experts of collaboration? In which languages does collaboration happen in town?

HUB – Human Ecosystems Bologna will support “Collaborare è Bologna”, the policies for collaboration promoted by the City administration.
HUB - Human Ecosystems Bologna: emotional map

HUB – Human Ecosystems Bologna: emotional map

Matteo Lepore, Councillor for the Digital Agenda and the Promotion of the City, states that:
With this project we intend to concretely experience the use of big data. We have launched the new civic network in Bologna and the city wi-fi, extending the coverage 24 hours a day, 7 days a week, with free access, offering high speed connection to schools, theaters and soon to enterprises and homes. We are reaching now the European goals for 2020, with social networks at the center of our innovation policies. We are aware that the digital ecosystem is an infrastructure for development, growth and inclusion. But to make this leap, we have to learn to systematize the data we produce: with HUB, we are going in the right direction, in particular considering the transition of Bologna toward metropolitan area and the public investments to come“.
Sponsored by ANCI – National Association of Italian Municipalities and LabGov – LABoratory for the GOVernance of the Commons, the project will show the relational ecosystem of participation, cooperation and collaboration in the City of Bologna in its digital dimension. From October 7th to December 7th 2015 an interactive exhibit will transform the spaces of the Urban Center Bologna into a temporary version of the RTCM, enabling citizens and visitors to observe the themes, places, emotions and opinions of the “Collaborative Bologna”, as they are addressed and publicly expressed on major social networks by citizens, discovering and creating unexpected connections.
At the end of the exhibit, the collected data will be released as set of Open Data, published by the open data portal of the city.
 
HUB - Human Ecosystems Bologna: visualizations

HUB – Human Ecosystems Bologna: visualizations

This is a major breakthrough: for the first time the relational ecosystem as of a city, as it is expressed publicly on social network by city,  becomes formally a commons secured by public institution. A process in which, as society, we can begin to question the controversial public/private/intimate space  of social network – as well as the upcoming Internet of Things scenarios.

At the present time, most individuals generate data in ways in which they don’t realize or understand, and which they cannot understand, due to the opacity of collection processes, algorithms, classifications, parameters.And individuals are, currently, the only ones who cannot fully benefit from Big Data: to organize themselves; to create meaningful, shared initiatives; to understand more about themselves and about the world around them.

This overall scenario is what we confront with with our projects. Thanks to the City of Bologna today we are moving a big step forward.

Links

HE – Human Ecosystems
www.human-ecosystems.com

“Collaborare è Bologna”
http://www.comune.bologna.it/collaborarebologna
http://www.urbancenterbologna.it/collaborare-bologna

“Human Ecosystems @Ars Electronica 2015”, on “Fastforward 2” by Motherboard, 1° episode
http://motherboard.vice.com/it/read/fastforward-ars-electronica

Human Ecosystems in S. Paulo (BR), documentary by Universidade Metodista
https://www.youtube.com/watch?v=QEgKX-M4AOI

Human Ecosystems in New Haven (USA), documentary by YWF – Yale World Fellows
https://www.youtube.com/watch?v=rXCeAHgKcHU

Credits

HUB – Human Ecosystems Bologna is a project promoted by:

the City of Bolognawith the support of:
ANCI – Associazione Nazionale Comuni Italiani

LabGov – LABoratory for the GOVernance of the Commons

Concept and Realization:
HE – Human Ecosystems / AOS – Art is Open Source

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