The user's verbal ability and rationality: The borders of humans with computers

Olivier Guy, R. Champagnat
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Abstract

What is the difference between experiencing the game and what comes out a discussion about it? How far goes the rationality of the user? What is his responsibility in his blunders, and what should be considered as a consequence fate? All these topics are tackled by Lacan, and the psychologists of psychoanalysis, and we may apply the findings of his school of thought to game design and HCI. Stephane Donikian believes that we need to go further within language as we consider the user, and Lacan happens to be the most appropriate to that task Others schools could be closer to the Wittgensteinian views as in Hutto, and consider the user as a game theory player, while we want to show that they are wrong: the experience of HCI is hard to speak of we lack the words, and it varies greatly from person to person. Computers are rational machines while humans are not. Cognitive science has tried to find ways that are below language, while Lacan searches the subject in language. Hence telling the story of an HCI experience is more of a matter of a narrative event and contrasts with the unspeakable reality of the interaction. We used the concepts of symbolization and reality to discuss what is within human grasp in the experience, and what remains too far from our reach.
用户的语言能力和理性:人与计算机的边界
体验游戏和讨论游戏之间的区别是什么?用户的理性走了多远?他犯错误的责任是什么,什么应该被认为是命运的结果?所有这些话题都是由拉康和精神分析心理学家处理的,我们可以将他的思想流派的发现应用于游戏设计和HCI。Stephane donigian认为,当我们考虑用户时,我们需要进一步深入语言,而拉康恰好是最适合这项任务的人。其他学派可能更接近于Hutto的维特根斯坦观点,并将用户视为博弈论的玩家,而我们想要表明他们是错误的:HCI的经验很难谈论,我们缺乏词汇,而且人与人之间差异很大。计算机是理性的机器,而人类不是。认知科学试图寻找在语言之下的方法,而拉康则在语言中寻找主体。因此,讲述HCI体验的故事更像是一个叙事事件,与难以形容的互动现实形成对比。我们使用符号化和现实的概念来讨论人类在经验中掌握的东西,以及我们无法达到的东西。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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