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Revista Ciencia y Cultura

On-line version ISSN 2077-3323

Abstract

VILLANUEVA, Amaru. Three Moments in the Design of Digital Interaction Spaces. Rev Cien Cult [online]. 2014, vol.18, n.32, pp.75-87. ISSN 2077-3323.

This article goes over three key moments in the design and construction of social digital interaction spaces. The first moment (which I refer to as the moment of "virtual reality", typified by immersive and multi-sensorial simulation technologies), the dominant visions aimed to imitate pre-existing offline forms of interaction. In the second moment (referred to as the moment of "selective reality", typified by platforms aimed at supporting massive interaction networks such as Myspace), the design of digital interaction technologies was aimed at offering users the tools necessary to optimise their self-presentation, emphasising certain personal features while selectively withholding others. In the third moment (which I refer to as the moment of "hybrid reality", typified by minimalist interaction technologies such as Snapchat), there is a partial return towards offline forms of interaction through the incorporation of (often involuntary) non-verbal social cues. These transformations support the idea that digital interaction technologies are aimed at complementing, instead of replacing, offline social interactions.

Keywords : CMC; virtual reality; digital interaction.

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