The FIFTH WALL. On DIGITAL PERFORMANCE between USER EXPERIENCE DESIGN and the METAVERSE

Author:

Patti Federica1

Affiliation:

1. University of Turin

Abstract

Before and since the pandemic, online virtual environments have emerged as critical sites for social and cultural experiences, facilitating conversations, creative projects, collective endeavours, and commercial exchanges. The rise of the Metaverse (Ball, 2021) represents a fundamental shift in today's digital presence. After Eva and Franco Mattes' historical happenings in Second Life, some recent hypermedia performances force a re-evaluation of the nature of performance, with a recontextualisation of the notions of reality, presence, community, and simulation. UX design reshapes and situates the emergence of 'metaverse-native' art in adjacent fields such as online 3D collaboration platforms: actual and perfect virtual stages.  Since the mid-1990s, the user has increasingly been invited to live an unusual experience in which the physical and the digital merge. The noun 'user experience' refers to how people experience the encounter with a system. It extends traditional human-computer interaction design by addressing all aspects of the product or service as perceived by the user, increasing satisfaction and loyalty by improving usability. The UX classification system is based on the user's emotions, preferences, attitudes, and emotional responses (Hussain et al., 2021). Its dramaturgical importance in an online digital performance has yet to be recognised.  This article proposes the analysis of three examples of digital performances (Dixon, 2007), in virtual 3D online environments, following the philosophy of User Experience Design, focusing on the perspectives and productions of Italian artists.Before and since the pandemic, online virtual environments have emerged as critical sites for social and cultural experiences, facilitating conversations, creative projects, collective endeavours, and commercial exchanges. The rise of the Metaverse (Ball, 2021) represents a fundamental shift in today's digital presence. After Eva and Franco Mattes' historical happenings in Second Life, some recent hypermedia performances force a re-evaluation of the nature of performance, with a recontextualisation of the notions of reality, presence, community, and simulation. UX design reshapes and situates the emergence of 'metaverse-native' art in adjacent fields such as online 3D collaboration platforms: actual and perfect virtual stages.  Since the mid-1990s, the user has increasingly been invited to live an unusual experience in which the physical and the digital merge. The noun 'user experience' refers to how people experience the encounter with a system. It extends traditional human-computer interaction design by addressing all aspects of the product or service as perceived by the user, increasing satisfaction and loyalty by improving usability. The UX classification system is based on the user's emotions, preferences, attitudes, and emotional responses (Hussain et al., 2021). Its dramaturgical importance in an online digital performance has yet to be recognised.  This article proposes the analysis of three examples of digital performances (Dixon, 2007), in virtual 3D online environments, following the philosophy of User Experience Design, focusing on the perspectives and productions of Italian artists.

Publisher

Open Library of the Humanities

Reference25 articles.

1. Das Metaverse

2. Online Theatrical Objects Not (yet) Identified;Boccia Artieri, Giovanni;Connessioni remote. Artivismo_Teatro_Tecnologia,2023

3. Digital Performance

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3