In recent years technology, in particular digital technology, has assisted the human being in an increasingly pervasive way and the concept of Augmented Humanity has started to make its way into various research fields. Nowadays the capabilities of each human being are improved in several ways through technologies, and in the same time they tend to become invisible, turning into ordinary everyday tools. The research question this thesis is going to investigate is whether augmented humanity is just a trend topic or if it does indeed have a place in the scientific community. Furthermore, this thesis is going to research how some trending technologies, such as extended reality and gamification, could be used in educational fields, to improve learning, or in cultural heritage to enhance communication. Specifically two scenarios are described: the first one is a gamification experiment started in 2016 while teaching in the "Virtual Reality, Augmented Reality and Gamification" class, for the master's degree course in Digital Humanities, which takes advantage of some TV series opening; the second one is the genesis of virtual reality experience made for the Balzi Rossi Prehistorical Museum in Ventimiglia (Italy). In the conclusions the digital humanist spectrum is proposed, in which, similarly to the extended reality one, you can find different skills levels based on knowledge and tools learned by the digital humanist.
Negli ultimi anni la tecnologia, in particolare quella digitale, ha assistito l'essere umano in maniera sempre più pervasiva e il concetto di Augmented Humanity ha iniziato a farsi strada in diversi ambiti di ricerca. Oggi le capacità di ogni essere umano vengono migliorate in diversi modi attraverso le tecnologie, e allo stesso tempo tendono a diventare invisibili, trasformandosi in normali strumenti quotidiani. La domanda di ricerca che questa tesi indagherà è se l'Augmented Humanity è solo un argomento di tendenza o se ha davvero un posto nella comunità scientifica. Inoltre, questa tesi esaminerà come alcune tecnologie di tendenza, come l' Extended Reality e la Gamification, potrebbero essere utilizzate nei campi dell'istruzione, per migliorare l'apprendimento, o nel patrimonio culturale per migliorarne la comunicazione. Nello specifico si descrivono due scenari: il primo è un esperimento di gamification iniziato nel 2016 mentre insegnava nella classe “Virtual Reality, Augmented Reality and Gamification”, per il corso di laurea magistrale in Digital Humanities, che sfrutta le sigle di apertura di alcune serie tv; il secondo è la genesi dell'esperienza di realtà virtuale realizzata per il Museo Preistorico Balzi Rossi di Ventimiglia (Italia). Nelle conclusioni viene proposto lo spettro dell'umanista digitale, in cui, analogamente a quello della realtà estesa, si possono trovare diversi livelli di abilità basati sulle conoscenze e sugli strumenti appresi dall'umanista digitale.
AUGMENTED HUMANITY: Tecnologie evolutive e apprendimento tra necessità e ready made
IACONO, SAVERIO
2022
Abstract
In recent years technology, in particular digital technology, has assisted the human being in an increasingly pervasive way and the concept of Augmented Humanity has started to make its way into various research fields. Nowadays the capabilities of each human being are improved in several ways through technologies, and in the same time they tend to become invisible, turning into ordinary everyday tools. The research question this thesis is going to investigate is whether augmented humanity is just a trend topic or if it does indeed have a place in the scientific community. Furthermore, this thesis is going to research how some trending technologies, such as extended reality and gamification, could be used in educational fields, to improve learning, or in cultural heritage to enhance communication. Specifically two scenarios are described: the first one is a gamification experiment started in 2016 while teaching in the "Virtual Reality, Augmented Reality and Gamification" class, for the master's degree course in Digital Humanities, which takes advantage of some TV series opening; the second one is the genesis of virtual reality experience made for the Balzi Rossi Prehistorical Museum in Ventimiglia (Italy). In the conclusions the digital humanist spectrum is proposed, in which, similarly to the extended reality one, you can find different skills levels based on knowledge and tools learned by the digital humanist.File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.14242/69431
URN:NBN:IT:UNIGE-69431