Digital Publishing
A.Y. 2025/2026
Learning objectives
The course is divided into two parts, one institutional in nature, aimed at providing the student with an introduction to the discipline considered in its fundamental aspects, and another monographic, which will be dedicated from year to year to topics of particular relevance in the field of multimedia publishing. On the one hand, the sociological, technical-informatic and humanistic aspects of the discipline, which are dealt with in Unit A, are decisive; on the other hand, an all-round in-depth study of individual topics with the support of projects will be carried out by the instructor and some of his students in Unit B. Both modules aim to offer the student an articulated, multidisciplinary, comprehensive and up-to-date view of the discipline: which, by its peculiar nature, is particularly subject to change.
Expected learning outcomes
By the end of the course the student will have to have an adequate measure of Knowledge and Skills and will be able to use some work tools, now essential:
Knowledge: HTML, XML, and CSS encoding fundamentals; DTD, XML, and Namespace formats; Academic coding languages: TEI, EAD. Languages for commercial publishing: Epub3. How to manage and display a dataset (from excel/CSV to view). Web Writing and SEO Copywriting Bases. Web Design Fundamentals: Usability, Information Architecture, Responsive Web Design.
Skills: design and implementation of static and dynamic websites, design of eBooks and multimedia magazines; design and implementation of Data Visualization from data collection.
Tools: Encoding: HTML, CSS, and XML Editors; Web Design: WordPress; EBook: PubCoder, ViewPorter, or IbooksAuthor2; Data Visualization: Tableau Public.
Knowledge: HTML, XML, and CSS encoding fundamentals; DTD, XML, and Namespace formats; Academic coding languages: TEI, EAD. Languages for commercial publishing: Epub3. How to manage and display a dataset (from excel/CSV to view). Web Writing and SEO Copywriting Bases. Web Design Fundamentals: Usability, Information Architecture, Responsive Web Design.
Skills: design and implementation of static and dynamic websites, design of eBooks and multimedia magazines; design and implementation of Data Visualization from data collection.
Tools: Encoding: HTML, CSS, and XML Editors; Web Design: WordPress; EBook: PubCoder, ViewPorter, or IbooksAuthor2; Data Visualization: Tableau Public.
Lesson period: Second semester
Assessment methods: Esame
Assessment result: voto verbalizzato in trentesimi
Single course
This course cannot be attended as a single course. Please check our list of single courses to find the ones available for enrolment.
Course syllabus and organization
Single session
Responsible
Lesson period
Second semester
Course syllabus
The educational program is structured as a progressive journey consisting of 20 lessons (2 hours each), covering the most relevant themes in contemporary multimedia publishing. The course begins by examining the transformation of publishing from the analog to the digital age, analyzing how technological innovation has reshaped the production, distribution, and consumption of editorial content. Topics include the dematerialization of books and print, the emergence of new players and business models (from traditional publishing to digital startups), and the shift from a linear supply chain to a more fluid and collaborative publishing ecosystem.
Within this introductory framework, the course clarifies definitions of multimedia publishing in relation to related concepts, distinguishing between multimedia (integration of different media into a single product), cross-media (distribution of coordinated content across multiple, distinct media), and virtuality/augmentation (extending the editorial experience beyond the limits of traditional physical or digital media).
A core section of the course is dedicated to augmented publishing—editorial forms that merge the physical world of print with additional and interactive digital content. Students are introduced to examples of books and magazines enhanced with augmented reality: for instance, printed publications or e-books where, by scanning the pages with a smartphone or tablet, users can access extra content such as 3D animations, videos, audio tracks, or hyperlinks. The course explores how these augmented solutions can provide readers with multisensory and personalized experiences, and how the fusion of analog and digital opens new narrative, educational, and marketing possibilities. At the same time, it addresses the technical and editorial challenges of augmented publishing, such as ensuring consistency across different media and maintaining usability even with complex interactive elements.
In parallel, the course explores cross-media publishing, showing how narratives and editorial projects can unfold across a variety of complementary media. Case studies include transmedia storytelling, where a story is developed through books, comics, films/TV series, podcasts, video games, and social media, engaging audiences across platforms and at different levels of depth. Strategies by which publishers and authors expand a story universe beyond the traditional book—through online communities and additional content like character blogs, social profiles, or web series—are examined. Students are encouraged to reflect on the evolving role of the reader within the cross-media ecosystem—from passive consumer to active participant and content creator—and on the skills needed to manage editorial projects distributed across multiple channels while maintaining brand and narrative coherence.
Another focus is on the digital platforms that have redefined how editorial content is published and distributed. The course analyzes the impact of online stores and self-publishing services on the publishing supply chain. Platforms like Amazon Kindle Direct Publishing, Apple Books, Kobo, Wattpad, and others are discussed in order to understand how they have democratized access to publishing, promoted disintermediation (with independent authors publishing outside traditional channels), and introduced new business models (e.g. low-cost e-books, subscription plans, print-on-demand). The course highlights both the opportunities these platforms offer—such as access to a global readership and user analytics—and their limitations, such as content saturation, quality control issues, visibility challenges, and the share retained by digital intermediaries.
Additionally, students are introduced to content management tools and digital publishing solutions used by publishing houses to manage online catalogs and publications (e.g. editorial CMS platforms, collaborative cloud editing systems, open access academic publishing tools), showing how digital skills have become an integral part of modern editorial work.
A significant portion of the course focuses on immersive environments and their applications in publishing. It explores the narrative and experiential opportunities offered by virtual reality (VR), presenting examples of editorial projects that immerse users in 3D digital environments: from virtual reconstructions of historical settings for educational purposes to interactive storytelling experiences in the metaverse and VR-accessible libraries. Similarly, augmented reality (AR) applications are examined—such as companion apps that, when scanning an illustrated book or travel guide, display additional information, 3D models, or geolocated narrative elements overlaid on the real world. Students are encouraged to critically evaluate the potential of VR and AR to create immersive reading experiences and to imagine how books or magazines might evolve in virtual spaces. Challenges associated with these technologies—such as the need for specific hardware, production costs of immersive content, user comfort and accessibility, and ethical considerations (e.g. distinguishing fiction from reality, privacy in virtual environments)—are also discussed.
Particular attention is given to Artificial Intelligence (AI) and its growing impact on the publishing industry. The course illustrates how AI is being integrated into editorial workflows, presenting machine learning-based tools that assist or automate tasks traditionally performed by editors. Examples include AI-assisted proofreading and editing software (for grammar checking, stylistic suggestions, or data consistency), algorithms for automated content generation (from automated journalism to short narrative or descriptive texts), and recommendation systems that personalize reading suggestions based on user behavior. The course also explores the use of generative AI models (such as GPT-type neural networks) to create editorial content, images, or even synthesized audiobooks—highlighting both their creative potential and the uncertainties surrounding the quality and originality of such outputs.
Beyond practical applications, the course addresses related ethical and professional issues: copyright protection for AI-generated content, intellectual property ownership, the need for transparency with readers regarding algorithmically generated content, the risks of bias and misinformation in automated systems, and the irreplaceable role of human editors in curating and enhancing machine-generated work.
Finally, the course adopts a hands-on approach to digital publishing tools, incorporating demonstrations and practical exercises. Students are introduced to widely used or emerging platforms and software that support multimedia editorial work. Lessons include demonstrations of content management systems (CMS) for publishing text and multimedia online, with practical activities such as creating and updating a basic website or digital magazine. Students explore tools for digital layout and e-book production, including open-source or commercial programs for converting documents into EPUB3 format enriched with interactive elements, and for designing responsive digital layouts.
Attention is also given to data visualization and interactive storytelling tools (e.g. software for creating infographics, maps, or digital timelines) useful for presenting editorial content in visual and multimedia formats. In line with the course themes, students are shown basic applications for developing augmented or virtual reality content, helping them understand the workflow behind an immersive editorial project—from preparing digital materials to using user-friendly AR/VR platforms.
These activities provide a concrete link between theory and practice, allowing students to experiment firsthand with the technologies discussed in class, evaluate the strengths and limitations of each tool, and acquire operational skills that will be useful both for the final project work and as a foundation for future independent learning.
Within this introductory framework, the course clarifies definitions of multimedia publishing in relation to related concepts, distinguishing between multimedia (integration of different media into a single product), cross-media (distribution of coordinated content across multiple, distinct media), and virtuality/augmentation (extending the editorial experience beyond the limits of traditional physical or digital media).
A core section of the course is dedicated to augmented publishing—editorial forms that merge the physical world of print with additional and interactive digital content. Students are introduced to examples of books and magazines enhanced with augmented reality: for instance, printed publications or e-books where, by scanning the pages with a smartphone or tablet, users can access extra content such as 3D animations, videos, audio tracks, or hyperlinks. The course explores how these augmented solutions can provide readers with multisensory and personalized experiences, and how the fusion of analog and digital opens new narrative, educational, and marketing possibilities. At the same time, it addresses the technical and editorial challenges of augmented publishing, such as ensuring consistency across different media and maintaining usability even with complex interactive elements.
In parallel, the course explores cross-media publishing, showing how narratives and editorial projects can unfold across a variety of complementary media. Case studies include transmedia storytelling, where a story is developed through books, comics, films/TV series, podcasts, video games, and social media, engaging audiences across platforms and at different levels of depth. Strategies by which publishers and authors expand a story universe beyond the traditional book—through online communities and additional content like character blogs, social profiles, or web series—are examined. Students are encouraged to reflect on the evolving role of the reader within the cross-media ecosystem—from passive consumer to active participant and content creator—and on the skills needed to manage editorial projects distributed across multiple channels while maintaining brand and narrative coherence.
Another focus is on the digital platforms that have redefined how editorial content is published and distributed. The course analyzes the impact of online stores and self-publishing services on the publishing supply chain. Platforms like Amazon Kindle Direct Publishing, Apple Books, Kobo, Wattpad, and others are discussed in order to understand how they have democratized access to publishing, promoted disintermediation (with independent authors publishing outside traditional channels), and introduced new business models (e.g. low-cost e-books, subscription plans, print-on-demand). The course highlights both the opportunities these platforms offer—such as access to a global readership and user analytics—and their limitations, such as content saturation, quality control issues, visibility challenges, and the share retained by digital intermediaries.
Additionally, students are introduced to content management tools and digital publishing solutions used by publishing houses to manage online catalogs and publications (e.g. editorial CMS platforms, collaborative cloud editing systems, open access academic publishing tools), showing how digital skills have become an integral part of modern editorial work.
A significant portion of the course focuses on immersive environments and their applications in publishing. It explores the narrative and experiential opportunities offered by virtual reality (VR), presenting examples of editorial projects that immerse users in 3D digital environments: from virtual reconstructions of historical settings for educational purposes to interactive storytelling experiences in the metaverse and VR-accessible libraries. Similarly, augmented reality (AR) applications are examined—such as companion apps that, when scanning an illustrated book or travel guide, display additional information, 3D models, or geolocated narrative elements overlaid on the real world. Students are encouraged to critically evaluate the potential of VR and AR to create immersive reading experiences and to imagine how books or magazines might evolve in virtual spaces. Challenges associated with these technologies—such as the need for specific hardware, production costs of immersive content, user comfort and accessibility, and ethical considerations (e.g. distinguishing fiction from reality, privacy in virtual environments)—are also discussed.
Particular attention is given to Artificial Intelligence (AI) and its growing impact on the publishing industry. The course illustrates how AI is being integrated into editorial workflows, presenting machine learning-based tools that assist or automate tasks traditionally performed by editors. Examples include AI-assisted proofreading and editing software (for grammar checking, stylistic suggestions, or data consistency), algorithms for automated content generation (from automated journalism to short narrative or descriptive texts), and recommendation systems that personalize reading suggestions based on user behavior. The course also explores the use of generative AI models (such as GPT-type neural networks) to create editorial content, images, or even synthesized audiobooks—highlighting both their creative potential and the uncertainties surrounding the quality and originality of such outputs.
Beyond practical applications, the course addresses related ethical and professional issues: copyright protection for AI-generated content, intellectual property ownership, the need for transparency with readers regarding algorithmically generated content, the risks of bias and misinformation in automated systems, and the irreplaceable role of human editors in curating and enhancing machine-generated work.
Finally, the course adopts a hands-on approach to digital publishing tools, incorporating demonstrations and practical exercises. Students are introduced to widely used or emerging platforms and software that support multimedia editorial work. Lessons include demonstrations of content management systems (CMS) for publishing text and multimedia online, with practical activities such as creating and updating a basic website or digital magazine. Students explore tools for digital layout and e-book production, including open-source or commercial programs for converting documents into EPUB3 format enriched with interactive elements, and for designing responsive digital layouts.
Attention is also given to data visualization and interactive storytelling tools (e.g. software for creating infographics, maps, or digital timelines) useful for presenting editorial content in visual and multimedia formats. In line with the course themes, students are shown basic applications for developing augmented or virtual reality content, helping them understand the workflow behind an immersive editorial project—from preparing digital materials to using user-friendly AR/VR platforms.
These activities provide a concrete link between theory and practice, allowing students to experiment firsthand with the technologies discussed in class, evaluate the strengths and limitations of each tool, and acquire operational skills that will be useful both for the final project work and as a foundation for future independent learning.
Prerequisites for admission
There are no prerequisites, because the course is aimed at an audience of humanities students. What is required is the desire to develop one's own attitude towards digital (Digital Attitude) which consists in using consciously the digital hardware and software tools. The knowledge of the main coding languages (HTML and XML) is preferential.
Teaching methods
The course activities consist of interactive lectures enriched with group discussions and practical exercises. The instructor encourages active student participation through questions, case study analysis, and applied examples presented in class (also using slides and multimedia content). From the very first lesson, a brief initial survey is conducted to assess the class profile (prior knowledge in digital fields, expectations, and specific interests). The survey results will be used to tailor certain in-depth topics and activities to better match the students' needs.
Given the interactive and practical nature of some course components (such as software demonstrations and in-class exercises), regular attendance is strongly recommended. Attending students will benefit from hands-on learning and ongoing support from the instructor in using the digital tools introduced. Students are considered "attending" if they participate in at least two-thirds of the scheduled lessons.
Given the interactive and practical nature of some course components (such as software demonstrations and in-class exercises), regular attendance is strongly recommended. Attending students will benefit from hands-on learning and ongoing support from the instructor in using the digital tools introduced. Students are considered "attending" if they participate in at least two-thirds of the scheduled lessons.
Teaching Resources
EXAM SYLLABUS FOR ATTENDING STUDENTS
Attending students are required to have a sound knowledge of the topics covered during the course lectures and study the following texts:
01. F. Tissoni, The Web of Data between Artificial Intelligence and Semantics, Milan, Unicopli, 2022
02. F. Tissoni, Social Networks: Communication and Marketing, NEW EXPANDED AND REVISED EDITION, Milan, Apogeo Maggioli, 2022
03. F. Tissoni, Theory and Practice of Multimedia Publishing, Editrice Bibliografica, 2024
04. G. Rossi, Web 3.0 for Luxury. Digital Technologies for Luxury Brands, Monduzzi Editore, 2024
EXAM SYLLABUS FOR NON-ATTENDING STUDENTS
Non-attending students are strongly advised to contact the instructor before taking the exam.
01. F. Tissoni, The Web of Data between Artificial Intelligence and Semantics, Milan, Unicopli, 2022
02. F. Tissoni, Social Networks: Communication and Marketing, NEW EXPANDED AND REVISED EDITION, Milan, Apogeo Maggioli, 2022
03. F. Tissoni, Theory and Practice of Multimedia Publishing, Editrice Bibliografica, 2024
04. John B. Thompson, Book Wars: The Digital Revolution in Publishing, Wiley and Sons, 2022
05. M. Pometti - F. Tissoni, Communicating with Data, Milan, Ledizioni, 2018
Attending students are required to have a sound knowledge of the topics covered during the course lectures and study the following texts:
01. F. Tissoni, The Web of Data between Artificial Intelligence and Semantics, Milan, Unicopli, 2022
02. F. Tissoni, Social Networks: Communication and Marketing, NEW EXPANDED AND REVISED EDITION, Milan, Apogeo Maggioli, 2022
03. F. Tissoni, Theory and Practice of Multimedia Publishing, Editrice Bibliografica, 2024
04. G. Rossi, Web 3.0 for Luxury. Digital Technologies for Luxury Brands, Monduzzi Editore, 2024
EXAM SYLLABUS FOR NON-ATTENDING STUDENTS
Non-attending students are strongly advised to contact the instructor before taking the exam.
01. F. Tissoni, The Web of Data between Artificial Intelligence and Semantics, Milan, Unicopli, 2022
02. F. Tissoni, Social Networks: Communication and Marketing, NEW EXPANDED AND REVISED EDITION, Milan, Apogeo Maggioli, 2022
03. F. Tissoni, Theory and Practice of Multimedia Publishing, Editrice Bibliografica, 2024
04. John B. Thompson, Book Wars: The Digital Revolution in Publishing, Wiley and Sons, 2022
05. M. Pometti - F. Tissoni, Communicating with Data, Milan, Ledizioni, 2018
Assessment methods and Criteria
Learning assessment takes place through two main components: a midterm written exam and a final project work, followed, if necessary, by an additional oral interview. The midterm written exam (generally held halfway through the course) aims to verify the knowledge acquired during the first part of the course. It may consist of open-ended questions and/or multiple-choice questions on the key theoretical concepts, terminology, and examples discussed in class. The result of the midterm test will provide students with feedback on their progress and may help them address any knowledge gaps before moving on to the final part of the course. The test is optional but, if completed successfully, will contribute to the final grade.
The final project work constitutes the applied part of the assessment. Students (individually or in small groups, according to the instructor's guidelines) will be asked to develop an original project related to the course topics. Examples of project work include designing a prototype of a multimedia editorial product (such as an interactive e-magazine, a sample of an enhanced e-book, or a thematic website/blog with cross-media content), a critical analysis of a real-world case study in digital publishing (e.g. evaluation of a self-publishing platform, a cross-media campaign, or an existing VR/AR editorial product), or the creation of experimental editorial content using one or more of the tools introduced during the course. The project must be documented with a written report and/or a working prototype, and will be presented and discussed during the final exam.
The final exam will consist of an oral discussion of the project work (with an optional live demonstration of the developed product) and in-depth questions on the course topics, aimed at assessing both theoretical understanding and the ability to apply knowledge in real-world contexts. The final grade (on a scale of 30) will take into account the results of the midterm (if taken), the quality of the project work, and performance during the oral exam.
Students may request to take the exam (including both the written and the oral components) in English. In this case, the project work documentation may also be submitted in English. The course also accommodates students with disabilities or specific learning disorders (SLDs): in line with the university's policies, appropriate assessment methods and personalized accommodations will be guaranteed. Students requiring such accommodations are advised to inform the instructor and the relevant support offices at the beginning of the semester, so that compensatory measures (such as extra time during exams, assistive technology, alternative formats for materials, etc.) can be arranged in advance to ensure a fair evaluation of their acquired competencies.
The final project work constitutes the applied part of the assessment. Students (individually or in small groups, according to the instructor's guidelines) will be asked to develop an original project related to the course topics. Examples of project work include designing a prototype of a multimedia editorial product (such as an interactive e-magazine, a sample of an enhanced e-book, or a thematic website/blog with cross-media content), a critical analysis of a real-world case study in digital publishing (e.g. evaluation of a self-publishing platform, a cross-media campaign, or an existing VR/AR editorial product), or the creation of experimental editorial content using one or more of the tools introduced during the course. The project must be documented with a written report and/or a working prototype, and will be presented and discussed during the final exam.
The final exam will consist of an oral discussion of the project work (with an optional live demonstration of the developed product) and in-depth questions on the course topics, aimed at assessing both theoretical understanding and the ability to apply knowledge in real-world contexts. The final grade (on a scale of 30) will take into account the results of the midterm (if taken), the quality of the project work, and performance during the oral exam.
Students may request to take the exam (including both the written and the oral components) in English. In this case, the project work documentation may also be submitted in English. The course also accommodates students with disabilities or specific learning disorders (SLDs): in line with the university's policies, appropriate assessment methods and personalized accommodations will be guaranteed. Students requiring such accommodations are advised to inform the instructor and the relevant support offices at the beginning of the semester, so that compensatory measures (such as extra time during exams, assistive technology, alternative formats for materials, etc.) can be arranged in advance to ensure a fair evaluation of their acquired competencies.
Unita' didattica A
SPS/08 - SOCIOLOGY OF CULTURE AND COMMUNICATION - University credits: 3
Lessons: 20 hours
Unita' didattica B
SPS/08 - SOCIOLOGY OF CULTURE AND COMMUNICATION - University credits: 3
Lessons: 20 hours
Professor(s)