rubble
17 November 2022

Prova

prova
18 October
19 October 2021

Reframing interactivity

MYTHS, ANTINOMIES, GENEALOGIES
Università degli Studi di Milano, Casa degli Artisti
No data was found
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6 September
8 September 2020

Really virtual, virtually real

Palazzo Feltrinelli, Gargnano del Garda
No data was found
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29 March 2021

Cognition as Interaction

Autopoiesis, Media, Networks
Interactivity has long been investigated in different fields and in relation to different research objects. The advent of digital media, though, has made the concept of interactivity even more pervasive. Since their first appearance, indeed, digital media have been defined as “interactive”, in contrast to analog apparatuses. With the advent of virtual and augmented reality, interactivity has conquered yet another field of application. In fact, many properties of VR- or AR-based environments may be explored by using the notion of “interactivity”: their ability to offer lifelike sensorimotor affordances; their possibility to involve the users in participatory creative processes; and their tendency to include interactions with quasi-subjects known as “avatars”. The concept of interactivity, however, is as pervasive as ambiguous. Some scholars have claimed that interactivity is too broad a concept to account for the specificity of digital or virtual interfaces. Thus, more circumscribed definitions of interactivity may be needed. At the same time, the complexity of the debate surrounding interactivity in its pre-digital and pre-virtual forms remains fruitful, and thus it should be rather critically reassessed than simply put aside. This Seminar proposes to tackle these and many other connected challenges, with the final aim of illuminating the many different facets of the notion of “interactivity” as it applies to VR- and AR- environments, and to “an-icons” more broadly.
8 April 2021

Design of multisensory experiences in VR/AR

Online
Interactivity has long been investigated in different fields and in relation to different research objects. The advent of digital media, though, has made the concept of interactivity even more pervasive. Since their first appearance, indeed, digital media have been defined as “interactive”, in contrast to analog apparatuses. With the advent of virtual and augmented reality, interactivity has conquered yet another field of application. In fact, many properties of VR- or AR-based environments may be explored by using the notion of “interactivity”: their ability to offer lifelike sensorimotor affordances; their possibility to involve the users in participatory creative processes; and their tendency to include interactions with quasi-subjects known as “avatars”. The concept of interactivity, however, is as pervasive as ambiguous. Some scholars have claimed that interactivity is too broad a concept to account for the specificity of digital or virtual interfaces. Thus, more circumscribed definitions of interactivity may be needed. At the same time, the complexity of the debate surrounding interactivity in its pre-digital and pre-virtual forms remains fruitful, and thus it should be rather critically reassessed than simply put aside. This Seminar proposes to tackle these and many other connected challenges, with the final aim of illuminating the many different facets of the notion of “interactivity” as it applies to VR- and AR- environments, and to “an-icons” more broadly.
22 April 2021

Enmeshing cloth with emotions through smart textiles and the role philosophy can play in the introduction of digital technologies

Online
Interactivity has long been investigated in different fields and in relation to different research objects. The advent of digital media, though, has made the concept of interactivity even more pervasive. Since their first appearance, indeed, digital media have been defined as “interactive”, in contrast to analog apparatuses. With the advent of virtual and augmented reality, interactivity has conquered yet another field of application. In fact, many properties of VR- or AR-based environments may be explored by using the notion of “interactivity”: their ability to offer lifelike sensorimotor affordances; their possibility to involve the users in participatory creative processes; and their tendency to include interactions with quasi-subjects known as “avatars”. The concept of interactivity, however, is as pervasive as ambiguous. Some scholars have claimed that interactivity is too broad a concept to account for the specificity of digital or virtual interfaces. Thus, more circumscribed definitions of interactivity may be needed. At the same time, the complexity of the debate surrounding interactivity in its pre-digital and pre-virtual forms remains fruitful, and thus it should be rather critically reassessed than simply put aside. This Seminar proposes to tackle these and many other connected challenges, with the final aim of illuminating the many different facets of the notion of “interactivity” as it applies to VR- and AR- environments, and to “an-icons” more broadly.

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