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      Tres momentos en el diseño de espacios de interacción digital Translated title: Three Moments in the Design of Digital Interaction Spaces

      research-article
      Revista Ciencia y Cultura
      Universidad Católica Boliviana
      CMC, realidad virtual, interacción digital, CMC, virtual reality, digital interaction

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          Abstract

          El presente artículo hace un repaso de tres momentos clave en el diseño y construcción de espacios de interacción digital. En un primer momento (que denomino el momento de la "realidad virtual", tipificado por tecnologías inmersivas de simulación multisensorial), las visiones dominantes detrás de las tecnologías tienen como fin imitar modos de interacción ya existentes offline. En un segundo momento (que denomino el momento de la "realidad selectiva", tipificado por plataformas diseñadas para soportar redes de interacción masiva en internet, como Myspace), el diseño de las tecnologías de interacción digitales se basa en ofrecer herramientas a los usuarios para optimizar su auto-presentación, enfatizando ciertas facetas personales mientras se elimina selectivamente a otras. En un tercer momento (que denomino el momento de la "realidad híbrida", tipificado por tecnologías de interacción minimalista, como Snapchat), existe un retorno parcial hacia patrones de interacción offline, mediante la incorporación de señales sociales involuntarias. En base a estas transformaciones se defiende la idea de que los desplazamientos mencionados reflejan que las tecnologías de interacción digitales están destinadas a complementar en vez de reemplazar a las interacciones sociales offline.

          Translated abstract

          This article goes over three key moments in the design and construction of social digital interaction spaces. The first moment (which I refer to as the moment of "virtual reality", typified by immersive and multi-sensorial simulation technologies), the dominant visions aimed to imitate pre-existing offline forms of interaction. In the second moment (referred to as the moment of "selective reality", typified by platforms aimed at supporting massive interaction networks such as Myspace), the design of digital interaction technologies was aimed at offering users the tools necessary to optimise their self-presentation, emphasising certain personal features while selectively withholding others. In the third moment (which I refer to as the moment of "hybrid reality", typified by minimalist interaction technologies such as Snapchat), there is a partial return towards offline forms of interaction through the incorporation of (often involuntary) non-verbal social cues. These transformations support the idea that digital interaction technologies are aimed at complementing, instead of replacing, offline social interactions.

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          Most cited references48

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          Selective self-presentation in computer-mediated communication: Hyperpersonal dimensions of technology, language, and cognition

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            The Presentation of Self in Every Day Life.

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              Upon Opening the Black Box and Finding It Empty: Social Constructivism and the Philosophy of Technology

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                Author and article information

                Contributors
                Role: ND
                Journal
                rcc
                Revista Ciencia y Cultura
                Rev Cien Cult
                Universidad Católica Boliviana (La Paz, , Bolivia )
                2077-3323
                June 2014
                : 18
                : 32
                : 75-87
                Affiliations
                [01] orgnameUniversidad Católica Boliviana orgdiv1Departamento de Arte y Cultura amaruv@ 123456gmail.com
                Article
                S2077-33232014000100003
                5e60e8f4-97f5-4430-ab53-8a59e953f04d

                This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

                History
                : 12 May 2014
                : 15 June 2014
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 43, Pages: 13
                Product

                SciELO Bolivia


                CMC,realidad virtual,interacción digital,virtual reality,digital interaction

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