Animación en entornos inmersivos: ampliación de las teorías de la autenticidad en contextos educativos, históricos y políticos
DOI:
https://doi.org/10.4995/caa.2024.20603Palabras clave:
Realidad virtual, entornos inmersivos, autenticidad, educación médica, Shakespeare, toma de decisiones políticasResumen
En este artículo examinamos y debatimos los posibles factores que pueden desencadenar la autenticidad en los entornos inmersivos animados. Nuestro debate se basa en tres formas de autenticidad, clasificadas como autenticidad objetiva, constructiva o simbólica y existencial. Para explorar estas ideas, presentamos tres estudios de casos extraídos de la propia investigación de los autores, que utilizan medios inmersivos en diferentes contextos (educativo, histórico y político). El objetivo es cuestionar cómo se concibe y construye la autenticidad en tres niveles —autenticidad de la narrativa, autenticidad del entorno y autenticidad de la acción— durante el proceso de diseño y producción. Empezamos definiendo el concepto de autenticidad con referencia a trabajos anteriores en los campos del periodismo y el turismo, y luego exploramos su especificación en la realidad virtual animada a través de la discusión de casos prácticos. Una conclusión importante de nuestro análisis es que se necesitan marcadores de autenticidad para que los usuarios puedan verificar la información presentada y confiar en el contenido educativo.
Descargas
Citas
BARTHOLEYNS, Gil, 2000. "Representation of the Past in Films: Between Historicity and Authenticity", Diogenes, 48, 189, pp. 31-47 (https://doi.org/10.1177/039219210004818904 [acceso: noviembre, 2022]).
BEKALU, Mesfin, BIGMAN, Cabral A., MCCLOUD, Rachel, LIN, Leesa K., & VISWANATH, Kasisomayajula V., 2019. "The relative persuasiveness of narrative versus non-narrative health messages in public health emergency communication: Evidence from a field experiment", Preventive Medicine, 111, pp. 284-290 (https://doi.org/10.1016/j.ypmed.2017.11.014 [acceso: noviembre, 2022]).
BRADDOCK, Kurt, DILLARD, James Price, 2016. "Meta-analytic evidence for the persuasive effect of narratives on beliefs, attitudes, intentions, and behaviors", Communication Monographs, 83, 4, pp. 446-467 (https://doi.org/10.1080/03637751.2015.1128555 [acceso: noviembre, 2022]).
BULLOCK, Olivia M., SHULMAN, Hillary C., HUSKEY, Richard, 2021. "Narratives are Persuasive Because They are Easier to Understand: Examining Processing Fluency as a Mechanism of Narrative Persuasion", Frontiers in Communication, 6, 718615 (https://doi.org/10.3389/fcomm.2021.719615 [acceso: noviembre, 2022]).
CARACCIOLO, Marco, 2014. "Those Insane Dream Sequences: Experientiality and Distorted Experience in Literature and Video Games," en RYAN, Marie-Laure, THON, Jan-Noël (eds.), Storyworlds across Media: Toward a Media-Conscious Narratology, Lincoln, Nebraska: University of Nebraska Press, pp. 230-249. https://doi.org/10.2307/j.ctt1d9nkdg.15
DOBSON, Michael, SHARPE, Will., DAVIES, Anthony, 2015. "The Merchant of Venice", en DOBSON, Michael, WELLS, Stanley, SHARPE, Will, SULLIVAN, Erin (eds.), The Oxford Companion to Shakespeare, 2ª ed., Oxford: Oxford University Press, pp. 297-301 (https://doi.org/10.1093/acref/9780198708735.001.0001 [acceso: octubre, 2023]).
DOMÍNGUEZ, Eva, 2017. "Going beyond the classic news narrative convention: the background to and challenges of immersion in journalism", Frontiers in Digital Humanities, 4, 10 (https://doi.org/10.3389/fdigh.2017.00010 [acceso: julio, 2023]).
ENLI, Gunn, 2015. Mediated Authenticity: How the Media Constructs Reality, Nueva York: Peter Lang (https://doi.org/10.3726/978-1-4539-1458-8 [acceso: octubre, 2023]).
FREED, Eugenie R. 2009. ""News on the Rialto": Shakespeare's Venice", Shakespeare in Southern Africa, 21, pp. 47-59 (https://doi.org/10.4314/sisa.v21i1.47834 [acceso: octubre, 2022]).
GAO, Bo Wendy, ZHU, Chris, SONG, Hongmei, & BELISLE DEMPSEY, Ianthe M, 2022. "Interpreting the perceptions of authenticity in virtual reality tourism through postmodernist approach", Information Technology & Tourism, 24, pp. 31-55 (https://doi.org/10.1007/s40558-022-00221-0 [acceso: julio, 2023]).
HEALTH PROMOTION BOARD, 2022. "Eating Light At A Hawker Centre is Possible", HealthHub, 1 de diciembre, 2022 (https://www.healthhub.sg/live-healthy/1463/eating-light-at-a-hawker-centre-is-possible [acceso: octubre, 2023]).
HUNICKE, Robin, LEBLANC, Marc, ZUBEK, Robert, 2004. "MDA: a formal approach to game design and game research," Proceedings of the AAAI Workshop on Challenge in Game AI, 4, 1 (https://www.game-developers.org/wp-content/uploads/2022/09/MDA.pdf [acceso: noviembre, 2023]).
JUUL, Jesper, 2014. "On Absent Carrot Sticks: The Level of Abstraction in Video Games," en RYAN, Marie-Laure, THON, Jan-Noël (eds.), Storyworlds across Media: Toward a Media-Conscious Narratology, Lincoln, Nebraska: University of Nebraska Press, pp. 173-192. https://doi.org/10.2307/j.ctt1d9nkdg.12
KITTLE, William, 1931. "Sidelights on the Setting of "The Merchant of Venice"", The Shakespeare Association Bulletin, 6, 4, pp. 163-174 (https://www.jstor.org/stable/23682540 [acceso: julio, 2022]).
MABROOK, Radwa, & SINGER, Jane B., 2019. "Virtual Reality, 360° Video, and Journalism Studies: Conceptual Approaches to Immersive Technologies", Journalism Studies, 20, 14, pp. 2096-2112 (https://doi.org/10.1080/1461670X.2019.1568203 [acceso: octubre, 2022]).
NAM, Kichan, DUTT, Christopher S., BAKER, Jeff, 2022. "Authenticity in Objects and Activities: Determinants of Satisfaction with Virtual Reality Experiences of Heritage and Non-Heritage Tourism Sites", Information Systems Frontiers, 25, pp. 1219-1237 (https://doi.org/10.1007/s10796-022-10286-1 [acceso: enero, 2023]).
NATIONAL HERITAGE BOARD, n.d. "Hawker Culture", Roots.sg (https://www.roots.gov.sg/ich-landing/ich/hawker-culture [acceso: octubre, 2023]).
PEÑA, Jorge, KHAN, Subuhi, ALEXOPOULOS, Cassandra, 2016. "I Am What I See: How Avatar and Opponent Agent Body Size Affects Physical Activity Among Men Playing Exergames", Journal of Computer-Mediated Communication, 21, 3, pp. 195-209 (https://doi.org/10.1111/jcc4.12151 [acceso: octubre, 2022]).
PRIYA, A. 2021. "Case Study Methodology of Qualitative Research: Key Attributes and Navigating the Conundrums in Its Application," Sociological Bulletin, 70, 1, pp. 94-110 (https://doi.org/10.1177/0038022920970318 [acceso: diciembre, 2023]).
RALL, Hannes, HARPER, Emma, 2023a. "Spatial Considerations: Hybridizing Production Modes for an Immersive Adaptation of Shakespeare's The Merchant of Venice," IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Shanghai, China, pp. 13-20 (https://doi.org/10.1109/VRW58643.2023.00010 [acceso: diciembre, 2023]).
RALL, Hannes, HARPER, Emma, 2023b. "Stylization as a Tool for Empathy: Diabetes Education Through Gamified Animation in VR," CONFIA 2023: 10th International Conference on Illustration & Animation, Caldas da Rainha, Portugal, 6-7 July 2023.
RALL, Hannes, HODGKINSON, Gray, WONG, Sabrina, 2023. "Can a visual design approach for VR increase engagement with health issues?" IEEE VR 2023, Shanghai, China, 25-29 March 2023.
RALL, Hans-Martin, REINHUBER, Elke, WEBER, Wibke, 2017. "Adapting Shakespeare for virtual reality: defining an integrated research framework", Proceedings of CONFIA: 2017 International Conference on Illustration and Animation, 14-16 July, Guimarães, Portugal, pp. 490-500 (https://confia.ipca.pt/2017/files/confia_2017_proceedings.pdf [acceso: enero, 2023]).
ROSS, Philip E., 2016. "Hyperloop: No pressure", IEEE Spectrum, 53, 1, pp. 51-54 (https://doi.org/10.1109/MSPEC.2016.7367468 [acceso: octubre, 2022]).
ROYAL SHAKESPEARE COMPANY, n.d. "Stage History", Royal Shakespeare Company (https://www.rsc.org.uk/the-merchant-of-venice/about-the-play/stage-history [acceso: julio, 2023]).
RYAN, Marie-Laure, 1980. "Fiction, non-factuals and the principle of minimal departure," Poetics, 9, 4, pp. 403-22 (https://doi.org/10.1016/0304-422X(80)90030-3 [acceso: diciembre, 2023]).
RYAN, Marie-Laure, THON, Jan-Noël, 2014. "Storyworlds Across Media: Introduction," en RYAN, Marie-Laure, & THON, Jan-Noël (eds.), Storyworlds across Media: Toward a Media-Conscious Narratology, Lincoln, Nebraska: University of Nebraska Press, pp. 1-21. https://doi.org/10.2307/j.ctt1d9nkdg
SCHELL, Charles, 1992. The value of case study as a research strategy. Manchester: Manchester Business School (http://www.psyking.net/HTMLobj-3844/Value_of_Case_Study_as_a_Research_Strategy.pdf [acceso: noviembre, 2023]).
SLATER, Mel, GONZALEZ-LIENCRES, Cristina, HAGGARD, Patrick, VINKERS, Charlotte, GREGORY-CLARKE, Rebecca, JELLEY, Steve, WATSON, Zillah, BREEN, Graham, SCHWARZ, Raz, STEPTOE, William, SZOSTAK, Dalila, HALAN, Shivashankar, FOX, Deborah, & SILVER, Jeremy, 2020. "The ethics of realism in virtual and augmented reality", Frontiers in Virtual Reality, 1, 1. (https://doi.org/10.3389/frvir.2020.00001 [acceso: octubre, 2022]).
SLATER, Mel & WILBUR, Sylvia, 1997. "A framework for immersive virtual environments (FIVE): speculations on the role of presence in virtual environments", Presence: Teleoperators and Virtual Environments, 6, 6, pp. 603-616 (https://doi.org/10.1162/pres.1997.6.6.603 [acceso: octubre, 2022]).
SUNDAR, S. Shyam, KANG, Jin, & OPREAN, Danielle, 2017. "Being there in the midst of the story: how immersive journalism affects our perceptions and cognitions", Cyberpsychology, Behavior, and Social Networking, 20, 11, pp. 672-682 (https://doi.org/10.1089/cyber.2017.0271 [acceso: octubre, 2022]).
TINWELL, Angela, 2014. The Uncanny Valley in Games and Animation, Nueva York: A K Peters/CRC Press. (https://doi.org/10.1201/b17830 [acceso: diciembre, 2023]).
TUNG, Ai Jui, 2021. "Hawker Centres," Singapore Infopedia, National Library Board (https://www.nlb.gov.sg/main/article-detail?cmsuuid=d30b9e62-9e71-4e1e-9f5e-a6573380f4b6 [acceso: octubre, 2023]).
WANG, Ning, 1999. "Rethinking authenticity in tourism experience", Annals of Tourism Research, 26, 2, pp. 349-370 (https://doi.org/10.1016/S0160-7383(98)00103-0 [acceso: octubre, 2022]).
WANG, Annie, THOMPSON, Meredith, UZ-BILGIN, Cigdem, KLOPFER, Eric, 2021. "Authenticity, Interactivity, and Collaboration in Virtual Reality Games: Best Practices and Lessons Learned", Frontiers in Virtual Reality, 2, 734083 (https://doi.org/10.3389/frvir.2021.734083 [acceso: octubre, 2022]).
WEBER, Wibke, DINGERKUS, Filip, FABRIKANT, Sara I., ZAMPA, Marta, WEST, Mirjam, YILDIRIM, Onur, 2022. "Virtual Reality as a Tool for Political Decision-Making? An Empirical Study on the Power of Immersive Images on Voting Behavior", Frontiers in Communication, 7, 842186 (https://doi.org/10.3389/fcomm.2022.842186 [acceso: octubre, 2022]).
WEBER, Wibke, & RALL, Hans-Martin, 2017. "Authenticity in comics journalism. Visual strategies for reporting facts", Journal of Graphic Novels and Comics, 8, 4, pp. 376-397 (https://doi.org/10.1080/21504857.2017.1299020 [acceso: octubre, 2022]).
WEBER, Wibke, RALL, Hans-Martin, HARPER, Emma, 2023. "Authenticity in Immersive Environments," 73rd Annual ICA Conference: Reclaiming Authenticity in Communication, Toronto, Canadá, 25-29 May 2023.
WILLETT, John (ed., trans.), 1964. Brecht on Theatre, Nueva York: Hill and Wang.
WOLF, Mark, 2014. Building Imaginary Worlds: The Theory and History of Subcreation. O'Reilly Learning, Abingdon: Routledge (https://learning.oreilly.com/library/view/building-imaginary-worlds/9781136220807 [acceso: noviembre, 2023]). https://doi.org/10.4324/9780203096994
WOOSTER, Roger, 2018. "Deproblematizing The Merchant of Venice: Text, and Pretexts for Changing Subtext", European Judaism, 51, 2, pp. 52-58 (https://doi.org/10.3167/ej.2018.510209 [acceso: octubre, 2022]).
ZHANG, Chenyan, PERKIS, Andrew, ARNDT, Sebastian, 2017. "Spatial immersion versus emotional immersion, which is more immersive?", Proceedings of 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX), Efert, Germany, pp. 1-6 (https://doi.org/10.1109/QoMEX.2017.7965655 [acceso: octubre, 2022]).
ZIBREK, Katja, MARTIN, Sean, MCDONNELL, Rachel, 2019. "Is Photorealism Important for Perception of Expressive Virtual Humans in Virtual Reality?," ACM Transactions on Applied Perception, 16, 3, pp. 1-19, (https://doi.org/10.1145/3349609 [acceso: diciembre, 2023]).
ZIPFEL, Frank, 2014. "Fiction across Media: Towards a Transmedial Concept of Fictionality," en RYAN, Marie-Laure, THON, Jan-Noël (eds.), Storyworlds across Media: Toward a Media-Conscious Narratology, Lincoln, Nebraska: University of Nebraska Press, pp. 103-125. https://doi.org/10.2307/j.ctt1d9nkdg.9
Descargas
Publicado
Número
Sección
Licencia
Derechos de autor 2024 Hannes Rall, Wibke Weber, Emma Harper
Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-CompartirIgual 4.0.
Esta revista se publica bajo una Licencia de Creative Commons Reconocimiento-NoComercial-Compartirigual 4.0 Internacional
Datos de los fondos
-
Ministry of Education - Singapore
Números de la subvención RG125/20 -
Ministry of Education - Singapore
Números de la subvención T2EP40120-003 -
Schweizerischer Nationalfonds zur Förderung der Wissenschaftlichen Forschung
Números de la subvención 10DL1C_183095