1. The document discusses scenarios of experiential interactive communication through digital arts and cultures. It covers trends in technology, examples, and long-term scenarios.
2. Key technological trends discussed include improvements in interactive surfaces, wireless infrastructure, miniaturized computing, sensors and actuators. Long-term scenarios explore concepts like the semantic web, evolution toolkit, networked and hybrid organisms, and linking minds through cybernetics.
3. Weak signals and pattern management are presented as ways to anticipate the future and create new innovations by breaking down mental models. The document provides an overview of experiential communication through emerging digital technologies.
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Arti e Culture Digitali Lezione 1, Luca Simeone
1. Arti e culture digitali
Scenari di comunicazione
interattiva esperienziale
Maggio 2008
2. Short Profile
Fondatore e Experience designer (Vianet)
- MTV, Playstation, Nintendo, Sony, Uip
Consulente Commissione Europea
- Progetti Media e ICT
3. Roadmap
Lezione 1. Scenari di comunicazione interattiva esperienziale
1. Arti e culture digitali: un modello
2. Tendenze tecnologiche
3. Alcuni esempi
4. Scenari di lungo periodo e weak signals
Lezione 2. Experience design nelle sue dimensioni di marketing,
estetiche e operative
1. Experience design: una definizione
2. Marketing esperienziale
3. Strategie di design
4. Estetiche dellʼesperienza
5. Modello esperienziale
Social and
cultural setting
Perceptual experience
Emotional experience
Digital
User
Interface
Cognitive experience
Symbolic experience
Pragmatic experience
7. Linee di sviluppo tecnologiche 1/2
• Diffusione e enhancement delle superfici interattive:
– migliore risoluzione
– pellicole digitali
– proiezioni olografiche
– videoproiezioni da devices miniaturizzati
• Diffusione infrastrutture tecnologiche light:
– Broadband
– Wireless
– Location-based services
– Tecnologie consumer di broad/narrowcasting
– > Viral communicaton
8. Linee di sviluppo tecnologiche 2/2
• Sistemi di calcolo evoluti e miniaturizzati
• Interoperabilità piattaforme e linguaggi
• Sensori evoluti:
– Audio
– Video
– RFID / LBT
– Biometrici
– …
• Attuatori evoluti:
– Interfacce interattive multimodali
– Sistemi fisici robotizzati
– Generatori polisensoriali e sinestetici
• Consumer-generated media
9. Techno-business concepts
• Marketing delle esperienze
• On demand lifestyle: Technology and connectivity leads to “on demand”
• Customer has been sucked into the production processor value chain
• New business models, towards increased customer/user knowledge and
interactivity
– Do-it-yourself: ConsumActor
– Co-design: TransformActor
– Co-creation: InnovActor
• Supply-Chain management, CRM-oriented
• Creative commons license
• Peopleʼs driven experiences
• Long-tail
– An Amazon employee described the Long Tail as follows: “We sold more books today that didn’t sell at all
yesterday than we sold today of all the books that did sell yesterday.”
18. Dual architecture
Dual architecture shows displays of virtual environments, characters and interactive
games, which can be played in real environments.
19. Jung von Matt & Next, www.seite1girl.de , Berlin (2006)
30. Byob 1
BYOB
Build Your Own Bag
What is a conversation like between a
handbag and a scarf? How can
you mediate their conversation and when is
your skirt allowed in on the
discussion? As a woman is about to leave her
house, her handbag may
solicit the weather forecast from the humidity
sensor on its fellow smart
curtain. It might deliver the news of an
impending downpour by saying
ʻI think it might rain. Go get your umbrella.”
And after deliberating
with her coat pocket, the handbag may use
ambient light to caution the
user if sheʼs forgotten her cell phone.
38. Macrotrend 1/2
• Physical computing (in the broadest sense, means building interactive physical systems
by the use of software and hardware that can sense and respond to the analog world. In
practical use, the term most often describes handmade art, design or DIY hobby projects
that use sensors and microcontrollers to translate analog input to a software system, and/or
control electro-mechanical devices such as motors, servos, lighting or other hardware)
– Natural interaction (more natural ways for people to interact with digital environments through
physical or tactile triggers)
• Augmented reality (Consiste nel sovrapporre alla realtà percepita dal soggetto una
realtà virtuale generata dal computer. La percezione del mondo dellʼutilizzatore viene
“aumentata” da oggetti virtuali che forniscono informazioni supplementari sullʼambiente
reale)
• Wearable computing (Wearable computers are computers that are worn on the body,
They have been applied to areas such as behavioral modeling, health monitoring systems,
information technologies and media development.)
• Context awareness (tecnologia sensibile al contesto)
• Ubiquitous computing (tecnologia invisibile integrata nell'ambiente)
39. Macrotrend 2/2
• Domotica (Home automation, also called domotics, is a field within
building automation, specializing in the specific automation requirements
of private homes and in the application of automation techniques for the
comfort and security of its residents)
41. Web 3.0
Nova Spivack defines Web 3.0 as the third decade of the Web (2010–2020) during which he suggests
several major complementary technology trends will reach new levels of maturity simultaneously
including:
* transformation of the Web from a network of separately siloed applications and content repositories
to a more seamless and interoperable whole.
* ubiquitous connectivity, broadband adoption, mobile Internet access and mobile devices;
* network computing, software-as-a-service business models, Web services interoperability,
distributed computing, grid computing and cloud computing;
* open technologies, open APIs and protocols, open data formats, open-source software platforms
and open data (e.g. Creative Commons, Open Data License);
* open identity, OpenID, open reputation, roaming portable identity and personal data;
* the intelligent web, Semantic Web technologies such as RDF, OWL, SWRL, SPARQL, GRDDL,
semantic application platforms, and statement-based datastores;
* distributed databases, the quot;World Wide Databasequot; (enabled by Semantic Web technologies); and
* intelligent applications, natural language processing, machine learning, machine reasoning,
autonomous agents.
42. Evolution toolkit, Pearson
• Synthetic biology
• Electronically enhanced functionality
• Add cyberspace duality
• Blur boundaries between individuals
• Group life forms
• Modify genomes
• Machine intelligence
• Hybrid organic-electronic organisms
43. Networked organisms, Pearson
• Using active skin or cellular implants, we can
connect directly to the nervous system or biological
processes of any organism.
• Truly hybrid real/virtual organisms
• Animals could find mates via dating sites and
satnav
• Can make collective organisms
• Global collective organisms could exist
45. Linking minds into cyberspace, Pearson
• We already have basic thought recognition today
• Billions going on programmes to enhance human
performance by linking our brains to electronics
• We will have vastly superhuman machines that can support
emulation of many human minds at once
• We will eventually have genetically optimised hybrid
human-machines with minds that run partly in the brain and
partly on computers homo hybridus
• Link nervous systems together
• Fuzzy boundaries between people, telepathic linking via
bionic implants, personality modification
47. Weak signals, Hiltunen
“Weak signals are warnings (external or internal),
events and developments that are still too
incomplete to permit an accurate estimation of their
impact and/or to determine their complete
responses” Igor Ansoff (starting from 1970’s)
• Anticipating the future (pattern management,
sensemaking)
• Innovating and creating the future(breaking our
mental models)