映射空间中介,一个对沉浸式数字中介的新形式进行分类的建议

F. Tsaï, François Garnier
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引用次数: 0

摘要

面对大量奇形怪状的物品和技术,我们觉得有必要把内容重新定位在我们思维的中心。这些物品和技术是将我们带入沉浸式交流时代的关键。本文的目的是提出一种科学的方法和研究方案,旨在根据用户的感知和感受,指定和组织构成当前数字沉浸式体验的广泛建议的作品。我们认为,技术是生产和传播内容的必要手段,同时为其提供决定性的特征,但它们不应被视为调解的目的。我们远没有妖魔化技术对象的想法。正如哲学家吉尔伯特·西蒙东(Gilbert simondon)敦促我们的那样,我们只是寻求将它们回归到它们应有的位置,作为“人类姿态固定并结晶为功能结构”的对象,其角色是“自然与人类之间的调解人”。在开发我们的方法时,我们有意保留了空间中介的限制性定义,使其涉及观众对内容的空间感知:身体的物理或虚拟动员和/或空间、视觉和/或听觉感知的刺激。我们研究的语料库将包括从立体电影到虚拟现实的各种“格式”的大约一百件作品,我们将回忆或提出定义。我们将介绍用于描述工作和工作体验的标准(例如:激活的感官;在体验的空间和时间内控制的自由;这些标准将允许我们评估不同的指标(例如:存在,沉浸,混合,感官参与),并在我们的地图中定位作品,其中的两个定义轴将是感知和叙事。然后,我们将研究可能构成“格式”或“类型”的特定使用领域的可能出现,我们将尝试确定,后验,技术或经济因素如何刺激其中一些。在我们研究的这个阶段,本文并不寻求发表结果,而是研究实验方案、规范选择和直觉。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mapping Spatial Mediations, a proposal for classifying new forms of immersive digital mediations
Faced with an avalanche of oddly-assorted objects and technologies presented as so many keys to bring us into the era of immersive communication, we feel the need to reposition content at the center of our thinking. The aim of this article is to propose a scientific approach and a research protocol aimed at specifying and organizing the works that make up the wide range of current proposals for digital immersive experiences, basing ourselves on the perceptions and feelings of users. We consider that technologies are essential means for producing and transmitting content, while providing it with decisive characteristics, but that they must not be seen as the aim of the mediation. Far from us the idea of demonizing technical objects. We simply seek, as philosopher Gilbert Simondon1 urges us, to return them to their rightful place as objects in which "the human gesture fixed and crystallized into functioning structures" reside, and whose role is to be "mediators between nature and humans". In developing our methodology, we have retained an intentionally restrictive definition of spatial mediations such that they involve the viewer in a spatial perception of the content: physical or virtual mobilization of the body and/or stimulation of spatial, visual and/or auditory perceptions. The corpus of our study will consist of about one hundred works in various "formats", from stereoscopic cinema to virtual reality, for which we will recall or propose definitions. We will present the criteria used to characterize the work and the experience of it (Ex.: activated senses; freedom of control within the space and time of the experience; possibilities for interaction and socialization.) ose criteria will allow us to evaluate different indices (Ex.: presence, immersion, hybridity, engagement of the senses), and to position the works within our mapping, the two defining axes of which will be perception and narration. We will then examine the possible emergence of specific areas of use that might constitute "formats" or "genres", and we will attempt to determine, a posteriori, how technological or economic factors stimulate some of them. At this stage of our research, this article does not seek to publish results but to examine an experimental protocol, choices of specification, and intuitions.
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