The thesis is devoted to the implications of the use of augmented reality on human creativity. In the first chapter, I will consider the philosophical literature that addresses the role of the imagination in the relationship human beings have with the environment and with their artifacts. I will provide a definition of imagination as a material process which engages the individual from a bodily and cognitive perspective, with both a creative and a recreational feature, a phenomenon emerging from the encounter with things, which results in the exploration and design of possible affordances in the environment. In this sense, I will argue that imagination enables the relationship with other individuals as well as the access to a world. Therefore, I will link the work of the imagination with the invisible virtual potential of the experience, which, according to some authors, a group of contemporary technologies has been able to materialize. In the second chapter, I will focus on the link between the virtual and the digital, the reasons for which I will identify in the intangible ubiquity, the peculiar dimension of multi-presence, and the constant reconfiguration the latest technologies make possible. Specifically, I will show how augmented reality is a technology particularly suited to interface with the activity of the imagination because of its broad diffusion and contextual adaptability; its effectiveness as referred to the user experience; its interactive and performative character; and its level of opacity. Starting also from a historical and archaeological survey, I will dwell on the tendency of its creators to sponsor it as an invention belonging to the spiritual realm, whose characteristics are presented as magical, surprising, and supernatural. Referring to this narrative, I will comment on the habit of connecting augmented reality and imagination, both erroneously described as fantastic and immaterial. In the third chapter, I will analyse some relevant case studies, representing the kinds of operations that are concretely carried out in the military; in research and in industry; in the artistic and the activist fields. In light of a range of studies evaluating the results of prolonged exposure to augmented reality, especially in terms of user's improvement while performing tasks involving the assistance of such technology, I will focus mostly on the increasing gestural nature of the user's interaction. Indeed, the involvement of the body and the multiplication of relational stimuli that bind the individual to other bodies, objects, and environments, even at a distance, determines inevitable effects on the creative process, from both a quantitative and qualitative point of view, often in terms of its effectiveness. I will therefore conclude the thesis by discussing the hypothesis that such effectiveness can be translated into a hyper-performativity of the imaginative process.
La tesi è dedicata alle implicazioni dell’uso della realtà aumentata sulla creatività umana. Nel primo capitolo considererò la letteratura filosofica che affronta il ruolo dell’immaginazione nel rapporto che l’essere umano ha con l’ambiente e con i propri artefatti. Fornirò una definizione di immaginazione quale processo materiale che coinvolge l’individuo da un punto di vista corporeo e cognitivo, con prestazioni creative e ricreative, un fenomeno emergente dall’incontro con le cose, che risulta nella perlustrazione e progettazione di possibilità interpretative e potenzialità agentive applicate all’ambiente. In questo senso, sosterrò che l’immaginazione consente la relazione con l’altro e l’accesso a un mondo. Accosterò perciò il lavoro dell’immaginazione al virtuale invisibile dell’esperienza, cui, secondo alcuni autori, una famiglia di tecnologie contemporanee ha saputo dare corpo. Nel secondo capitolo mi concentrerò sul legame tra virtuale e digitale, di cui identificherò le ragioni nell’impalpabile ubiquità, nella peculiare dimensione di multi-presenza e di costante riconfigurazione che le tecnologie più recenti rendono possibile. Nello specifico, mostrerò come la realtà aumentata sia una tecnologia particolarmente votata a interfacciarsi con l’attività immaginativa in ragione della sua vasta diffusione e adattabilità contestuale; della sua efficacia sul piano dell’esperienza dell’utente; del suo carattere interattivo e performativo; del suo grado di opacità. A partire anche da un’indagine storica e archeologica, mi soffermerò sulla tendenza dei suoi creatori a sponsorizzarla come un’invenzione afferente all’ambito spirituale, di cui vengono presentati i tratti caratteristici come magici, sorprendenti e sovrannaturali. In virtù di questa narrativa, commenterò l’abitudine ad accostare la realtà aumentata all’immaginazione, entrambe erroneamente descritte come fantastiche e immateriali. Nel terzo capitolo tratterò l’analisi di alcuni studi di caso rilevanti, a rappresentanza del tipo di operazioni che vengono concretamente svolte in ambito militare; scientifico e aziendale; artistico e attivista. Alla luce di una serie di ricerche che valutano i risultati dell’esposizione prolungata alla realtà aumentata, soprattutto nei termini di un miglioramento delle prestazioni dei fruitori durante l’esecuzione di compiti che prevedano l’assistenza di tale tecnologia, metterò l’accento in modo particolare sulla crescente natura gestuale dell’interazione degli utenti. Il coinvolgimento del corpo e la moltiplicazione degli stimoli relazionali che legano il singolo ad altri corpi, oggetti e ambienti, anche a distanza, determina infatti inevitabili ricadute sul processo creativo, da un punto di vista sia quantitativo che qualitativo, spesso nell’ottica di un incremento della sua efficacia. Concluderò perciò la tesi discutendo l’ipotesi che tale efficacia si possa tradurre in un’ iper-performatività del processo immaginativo.
IMMAGINAZIONE AUMENTATA. TRA POTENZIAMENTO CREATIVO E IPER-PERFORMATIVITÀ
PIRANDELLO, SOFIA
2023
Abstract
The thesis is devoted to the implications of the use of augmented reality on human creativity. In the first chapter, I will consider the philosophical literature that addresses the role of the imagination in the relationship human beings have with the environment and with their artifacts. I will provide a definition of imagination as a material process which engages the individual from a bodily and cognitive perspective, with both a creative and a recreational feature, a phenomenon emerging from the encounter with things, which results in the exploration and design of possible affordances in the environment. In this sense, I will argue that imagination enables the relationship with other individuals as well as the access to a world. Therefore, I will link the work of the imagination with the invisible virtual potential of the experience, which, according to some authors, a group of contemporary technologies has been able to materialize. In the second chapter, I will focus on the link between the virtual and the digital, the reasons for which I will identify in the intangible ubiquity, the peculiar dimension of multi-presence, and the constant reconfiguration the latest technologies make possible. Specifically, I will show how augmented reality is a technology particularly suited to interface with the activity of the imagination because of its broad diffusion and contextual adaptability; its effectiveness as referred to the user experience; its interactive and performative character; and its level of opacity. Starting also from a historical and archaeological survey, I will dwell on the tendency of its creators to sponsor it as an invention belonging to the spiritual realm, whose characteristics are presented as magical, surprising, and supernatural. Referring to this narrative, I will comment on the habit of connecting augmented reality and imagination, both erroneously described as fantastic and immaterial. In the third chapter, I will analyse some relevant case studies, representing the kinds of operations that are concretely carried out in the military; in research and in industry; in the artistic and the activist fields. In light of a range of studies evaluating the results of prolonged exposure to augmented reality, especially in terms of user's improvement while performing tasks involving the assistance of such technology, I will focus mostly on the increasing gestural nature of the user's interaction. Indeed, the involvement of the body and the multiplication of relational stimuli that bind the individual to other bodies, objects, and environments, even at a distance, determines inevitable effects on the creative process, from both a quantitative and qualitative point of view, often in terms of its effectiveness. I will therefore conclude the thesis by discussing the hypothesis that such effectiveness can be translated into a hyper-performativity of the imaginative process.File | Dimensione | Formato | |
---|---|---|---|
phd_unimi_R12509.pdf
Open Access dal 01/11/2023
Dimensione
6.63 MB
Formato
Adobe PDF
|
6.63 MB | Adobe PDF | Visualizza/Apri |
I documenti in UNITESI sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/20.500.14242/82923
URN:NBN:IT:UNIMI-82923