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Sémiotique des mondes numériques Ces dernières années, et plus qu'auparavant, internet a donné une autre dimension aux liens existants entre le monde « réel » et le monde « virtuel » notamment au travers des plateformes numériques, des... more
Sémiotique des mondes numériques Ces dernières années, et plus qu'auparavant, internet a donné une autre dimension aux liens existants entre le monde « réel » et le monde « virtuel » notamment au travers des plateformes numériques, des réseaux sociaux et des jeux vidéo en ligne. Dans ce contexte, le projet semioverse : sémiotique des mondes numériques propose d'aborder l'espace numérique actuel comme le nouveau terrain d'une sémioanthropologie des « collectifs ou cultures numériques ». Les deux journées d'études organisées dans ce cadre auront pour objectif d'étudier comment les « mondes virtuels » immersifs permettent à des groupes d'individus de faire société, de constituer leurs propres cultures autour de croyances et références communes. SEMIOVERSE SEMIOVERSE Sémiotique des mondes numériques Sémiotique des mondes numériques Journées d'étude © Jack Hillside Approches des cultures numériques
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The rhythms of knowledge: a socio-semiotic investigation of 21 st-century epistemological fashion cycles
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On February 2021 the well-known company Epic Games released the trailer of their new software “Metahuman Creator”, entirely dedicated to the creation of astonishingly realistic and fake digital faces. This is the result of a now twenty... more
On February 2021 the well-known company Epic Games released the trailer of their new software “Metahuman Creator”, entirely dedicated to the creation of astonishingly realistic and fake digital faces. This is the result of a now twenty years old R&D project which, within both cinema and videogames, has one very specific and explicit goal: the creation of the perfect digital human and of a digital lying face which cannot be distinguished from a real one. During our talk we will briefly reconstruct this history to highlight the main values behind such millions-worth development and to propose an updated theoretical ground to redefine through semiotics the very notion of “fake face”.
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Can you prove that you are an intelligent human being inside a virtual reality? Why AI is a philosophical revolution.
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Course Contents "It makes sense"; "it does not make sense"; "it is meaningful"; "it is meaningless": when individuals or whole societies find meaning through language in reality, they are guided by invisible schemes called "language... more
Course Contents "It makes sense"; "it does not make sense"; "it is meaningful"; "it is meaningless": when individuals or whole societies find meaning through language in reality, they are guided by invisible schemes called "language ideologies". Language ideologies have been variously defined, but a common description designates them as "sets of ideas a community holds about the role of language". They have become a key object of investigation for linguistic anthropology, that is, the branch of ethnology that concentrates on the role of language in human communities. Language, however, is not only verbal. It does not manifest itself only through words, but also through other patterned articulations, involving mental representations and non-verbal systems of signs. That is why linguistic anthropology must give rise to a semiotic anthropology in order to fully grasp the place of language in human groups. It must expand the study of language ideologies into that of semiotic ideologies. These can be defined as implicit guidelines that pattern meaning-making in societies. Using language to give value to space and time, perceive reality, interpret it, keep memory of it: these activities seem spontaneous exactly like speaking one's 'mother tongue'. Yet, exactly like 'natural languages', non-verbal meaning-making too follows rules, which together compose a mysterious 'grammar of signification'. Building on linguistic anthropology, semiotics, and semiotic anthropology, the course will help participants understand why they conceive of verbal and non-verbal meaning as they do, and how different cultures develop alternative understandings of meaningfulness and meaninglessness through both verbal language and other systems of signs.
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Research Interests: Semiotics and Video Games
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An overview of how digital games are becoming something through which we think, imagine and create our subjectivity
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This talk focuses on the impact of gamified and playful features that are present in VR historical documentaries classified as edutainment. As part of a recently finished research about virtual reality, we propose a close reading and... more
This talk focuses on the impact of gamified and playful features that are present in VR historical documentaries classified as edutainment. As part of a recently finished research about virtual reality, we propose a close reading and analysis of "Apollo 11: the VR experience" as a case study to demonstrate that the renown cognitive effectiveness of virtual reality is not a consequence of the VR technology by itself but that both mechanisms and aesthetics of games actually play a crucial part in conveying the intended message of VR educational products. Moreover, we also look at this case as a perfect example of how both ludification and gamification is changing the media and influencing traditional forms of testimony.
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In this talk we will discuss the presence of love and sexuality in digital games (from the 80’s amateur porn games to the newest released VR ludo-erotic entertainment) both as representation and experienced simulation. Through a semiotic... more
In this talk we will discuss the presence of love and sexuality in digital games (from the 80’s amateur porn games to the newest released VR ludo-erotic entertainment) both as representation and experienced simulation. Through a semiotic perspective we will analyze key features that produce the meaningfulness of L&S in these texts such as the possibility of semantic manipulation, the intersubjective enunciation, a cognitive sensibility created through a ratio and the presence of an economy of meaning. Furthermore, we will look not only at what the games represent and allow to do but also at the strategies and actions of the players to give meaningfulness at L&S in these games. Finally, this work will allow us to highlight not only the ideologic and socio-cultural relevance of L&S in digital games, but also the limits of a classical semiotic approach to this kind of problems and consequently to make in the conclusion a short general theoretical reflection.
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In this talk I propose a unifying perspective on meaning-making based on the assumption that signification in digital games is mainly produced through the cognitive & interpretative processes involved into gameplay. More exactly, the... more
In this talk I propose a unifying perspective on meaning-making based on the assumption that signification in digital games is mainly produced through the cognitive & interpretative processes involved into gameplay. More exactly, the gameplay will be intended as series of sensorimotor acts and cognitive tasks that act as a catalyst and hub between semantics, narration, aesthetic, interactions & mechanics. This will be done with an interdisciplinary case analysis of Brothers: a tales of two sons and Papers, Please. My goals are two. The first one is to offer a deeper perspective on how complex contents, like brotherhood as a value and migration as a topic, dramatically depend on the cognitions triggered by playing that act as signifiers for interpretations on all the different layers of meaning. The second one is to contribute in laying the foundation of a unified perspective of meaning.
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From pixels to 3D scanning. The meaning-making of faces in digital games in the last 40 years.
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The idea of videogames as hypertexts appeared from the first studies on this new medium and is still today at the center of many articles and books. But are we certain of its validity and usefulness? In this paper I will try to... more
The idea of videogames as hypertexts appeared from the first studies on this new medium and is still today at the center of many articles and books. But are we certain of its validity and usefulness? In this paper I will try to demonstrate the need to go beyond this notion from two different points of view. Firstly, by showing that the category of hypertext refers to very different objects and cannot indicate the specificity of a medium. Secondly, I will show with concrete examples (on a corpus of twelve iconic games of the eighties) that we can talk about at least three different hypertextual levels in digital games. Finally, I will demonstrate and how two out of these three levels can be best described without using the notion of hypertext and better understood through Semiotics. This article is consequently not exclusively about video games but proposes a reflection on hypertextuality that, I hope, could be useful for the scholars working in the humanities.
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LA SFIDA DEL METAVERSO con Lorenzo Montagna, fondatore seconda-stella e presidente italiano VRARA, Lorenzo Cappannari, CEO e fondatore di AnotheReality e Alessandro De Grandi, CEO e fondatore di The Nemesis, modera Gianmarco Thierry... more
LA SFIDA DEL METAVERSO
con Lorenzo Montagna, fondatore
seconda-stella e presidente italiano
VRARA, Lorenzo Cappannari, CEO e
fondatore di AnotheReality e
Alessandro De Grandi, CEO e
fondatore di The Nemesis,
modera Gianmarco Thierry Giuliana,
Università degli Studi di Torino
Le aziende in passato hanno dovuto imparare a trovare il modo di digitalizzarsi e nuovi modi di mettersi in gioco con la
vendita online e i social network. Con la
trasformazione virtuale e la nascita del
metaverso, il panorama delle possibilità si
è arricchito ulteriormente e le aziende provano ad inserirsi in nuovi mondi e luoghi digitali. Quali opportunità e quali orizzonti
si stanno aprendo?
con Lorenzo Montagna, fondatore
seconda-stella e presidente italiano
VRARA, Lorenzo Cappannari, CEO e
fondatore di AnotheReality e
Alessandro De Grandi, CEO e
fondatore di The Nemesis,
modera Gianmarco Thierry Giuliana,
Università degli Studi di Torino
Le aziende in passato hanno dovuto imparare a trovare il modo di digitalizzarsi e nuovi modi di mettersi in gioco con la
vendita online e i social network. Con la
trasformazione virtuale e la nascita del
metaverso, il panorama delle possibilità si
è arricchito ulteriormente e le aziende provano ad inserirsi in nuovi mondi e luoghi digitali. Quali opportunità e quali orizzonti
si stanno aprendo?
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There’s no need to introduce the first speaker of this morning as he is, arguably, one of the most renowned semioticians in the world. During his brilliant career he has published extensively on the topic of virtual realities and he will... more
There’s no need to introduce the first speaker of this morning as he is, arguably, one of the most renowned semioticians in the world. During his brilliant career he has published extensively on the topic of virtual realities and he will present to us his latest research on the defining technology of our times: the Simulatron. Specifically, he will focus on the 2053 incident which took place inside the virtual world of SimuLife during which all the users lost the ability to use verbal language and thus inventively resorted to different semiotic forms of meaning-making to communicate and interact. A topic which is of extreme relevance for this 2062 World congress « Semiotics in the Metalife ». So, without further ado, I welcome and leave the floor to Professor Wright..
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There's no need to introduce the first speaker of this morning as he is, arguably, one of the most renowned semioticians in the world. During his brilliant career he has published extensively on the topic of virtual realities and he will... more
There's no need to introduce the first speaker of this morning as he is, arguably, one of the most renowned semioticians in the world. During his brilliant career he has published extensively on the topic of virtual realities and he will present to us his latest research on the defining technology of our times: the Simulatron. Specifically, he will focus on the 2053 incident which took place inside the virtual world of SimuLife during which all the users lost the ability to use verbal language and thus inventively resorted to different semiotic forms of meaning-making to communicate and interact. A topic which is of extreme relevance for this 2062 World congress « Semiotics in the Metalife ». So, without further ado, I welcome and leave the floor to Professor Wright..
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http://rifl.unical.it/index.php/rifl/article/view/720 The topic at the center of this paper is the renowned believability of Virtual Reality, which is deemed as capable to both replicate and create experiences beyond representation.... more
http://rifl.unical.it/index.php/rifl/article/view/720
The topic at the center of this paper is the renowned believability of Virtual Reality, which is deemed as capable to both replicate and create experiences beyond representation. A characteristic which has historically represented a critical issue for disciplines such as semiotics, seemingly unable to efficiently apply its methodology to such experiential narrations in which feelings and sensorial immersion seems to dominate meaning-making. To overcome this issue, we examine the Peircean notion of belief and propose to correlate this concept with the form of embodied knowledge that we constantly use and produce to act in virtual contexts and that is enacted through interactions. Indeed, since beliefs are tightly bounded to a way to produce intuitively trusted inferences, this notion can both explain the psycho-phenomenological effects of VR and expose it as a new discursive form of rhetoric. Such proposal is then epistemologically justified from both the standpoint of semiotics and of the theories of embodiment. Finally, in the conclusions we expose how such notion could allow us not only to finally have a strong grip on VR narrations but also to rethink the very notions of experience and virtuality in a perspective that is of great interdisciplinary value.
The topic at the center of this paper is the renowned believability of Virtual Reality, which is deemed as capable to both replicate and create experiences beyond representation. A characteristic which has historically represented a critical issue for disciplines such as semiotics, seemingly unable to efficiently apply its methodology to such experiential narrations in which feelings and sensorial immersion seems to dominate meaning-making. To overcome this issue, we examine the Peircean notion of belief and propose to correlate this concept with the form of embodied knowledge that we constantly use and produce to act in virtual contexts and that is enacted through interactions. Indeed, since beliefs are tightly bounded to a way to produce intuitively trusted inferences, this notion can both explain the psycho-phenomenological effects of VR and expose it as a new discursive form of rhetoric. Such proposal is then epistemologically justified from both the standpoint of semiotics and of the theories of embodiment. Finally, in the conclusions we expose how such notion could allow us not only to finally have a strong grip on VR narrations but also to rethink the very notions of experience and virtuality in a perspective that is of great interdisciplinary value.
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This paper analyses the features of the 2021 software for the creation of ultrarealistic digital characters “MetaHuman Creator” and reflects on the causes of such perceived effect of realism to understand if the faces produced with such... more
This paper analyses the features of the 2021 software for the creation of ultrarealistic digital characters “MetaHuman Creator” and reflects on the causes of such perceived effect of realism to understand if the faces produced with such software represent an actual novelty from an academic standpoint. Such realism is first of all defined as the result of semio-cognitive processes which trigger interpretative habits specifically related to faces. These habits are then related to the main properties of any realistic face: being face-looking, face-meaning and face-acting. These properties, in turn, are put in relation with our interactions with faces in terms of face detection, face recognition, face reading and face agency. Within this theoretical framework, we relate the characteristics of these artificial faces with such interpretative habits. To do so, we first of all make an examination of the technological features behind both the software and the digital faces it produces. This ...
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In this paper we look into digital games from a semiotic perspective to understand the influence of faces on the meaning-making of these texts. More specifically, we look into the three fundamental functions of the face: expression of... more
In this paper we look into digital games from a semiotic perspective to understand the influence of faces on the meaning-making of these texts. More specifically, we look into the three fundamental functions of the face: expression of feelings and non-verbal communication, representation of interiority and social values, and self-identity leading to subjectivity. For each one of these three functions we inquire on how they are implemented and how they are used and interpreted by players. To do so, we look both into the features of almost one hundred games and at different kinds of interpretations produced by the gaming community such as articles, gameplay videos and online discussions. Faces in digital games are thus examined in their relations with the one of the player, with the other faces of NPCs and with the faces belonging to the avatars of other players. Moreover, we also examine how such faces are represented on the screen and used by the players: we distinguish between given faces, editable faces and absent faces (such as in first-person view games). Finally, in the conclusion we compare our main claims with the ones of game studies about the relation between avatars and subjectivity. This work will thus highlight fundamental similarities and differences about the functions of the face in videogames. But it will most importantly prove how a semiotics of the face can give insightful explanations on meaning-making in digital games and how the study of such games can be useful for the scientific inquiry on the face.
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In this paper we deconstruct the so–called experience of Virtual Reality by enriching the cognitive and phenomenological explanations of VR’s renown “immersiveness” with a semiotic perspective and approach that highlight the quilting of... more
In this paper we deconstruct the so–called experience of Virtual Reality
by enriching the cognitive and phenomenological explanations of VR’s renown “immersiveness” with a semiotic perspective and approach that highlight the quilting of the different dimensions of meaning–making involved in virtual reality. We do this first of all by highlighting how VR mixes key aspects from previous media and by looking at the socio–cultural aspects involved in the attribution of “realism” and “immersion”. Then, in the second part, we focus on the uniqueness of VR’s technology and highlight the consequent cognitive processing and the resulting phenomenological situation in which such experience
occurs. In the third part, we underline the narrative essence of this experience as well as the birth of a new spectatorship allowing for VR to work as intended. In the fourth part, we look at the philosophical and anthropological background granting meaning to the experienced virtual utopic body and other space. Finally, we criticize the widespread conception of a non–mediated experience grounded on the embodiment and phenomenological conditions of the virtual worlds, and propose a different triadic explanatory model that helps to complexify our understanding of meaning–making in VR.
by enriching the cognitive and phenomenological explanations of VR’s renown “immersiveness” with a semiotic perspective and approach that highlight the quilting of the different dimensions of meaning–making involved in virtual reality. We do this first of all by highlighting how VR mixes key aspects from previous media and by looking at the socio–cultural aspects involved in the attribution of “realism” and “immersion”. Then, in the second part, we focus on the uniqueness of VR’s technology and highlight the consequent cognitive processing and the resulting phenomenological situation in which such experience
occurs. In the third part, we underline the narrative essence of this experience as well as the birth of a new spectatorship allowing for VR to work as intended. In the fourth part, we look at the philosophical and anthropological background granting meaning to the experienced virtual utopic body and other space. Finally, we criticize the widespread conception of a non–mediated experience grounded on the embodiment and phenomenological conditions of the virtual worlds, and propose a different triadic explanatory model that helps to complexify our understanding of meaning–making in VR.
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This chapter is a semiotic inquiry on the notion of “japaneseness”. Our reflection starts from the debate about the adoption and disappearance of Japanese culture in both western countries and in Japan. We use such debate to highlight the... more
This chapter is a semiotic inquiry on the notion of “japaneseness”. Our reflection starts from the debate about the adoption and disappearance of Japanese culture in both western countries and in Japan. We use such debate to highlight the fallacy of both arguments which are grounded on a simplistic notion of identity and culture. Therefore, we use both contemporary semiotics and anthropology to propose an alternative perspective that conceives identity as a particular and dynamic way of including the alterity through mechanisms such as the one of translation. Indeed, we will claim that japaneseness is a particular process and rule of translation. We then offer a concrete example of our theoretical claims by analyzing four apparently very different shonen anime: Naruto (1999-2014), Saint Seiya: The Lost Canvas – The Myth of Hades (2009- 2011) Rage of Bahamut: Genesis (2014) and Baccano! (2007). In all these texts we will underline the presence of references to Japan’s culture and the recurrence of underlying values belonging to the Edo period (1600-1867). However, we will also highlight how these iconic elements of “japaneseness” are transformed and blended with western culture and Japan’s contemporary history.
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In this paper we will discuss the presence of love and sexuality in digital games (from ‘80s amateur porn games to the newest released VR ludo-erotic entertainment), both as representation and as experienced simulation. By way of a... more
In this paper we will discuss the presence of love and sexuality in digital games (from ‘80s amateur porn games to the newest released VR ludo-erotic entertainment), both as representation and as experienced simulation. By way of a semiotic framework, we will analyze the following key features that produce the meaning of love and sexuality (L&S from now on) in these texts: the possibility of semantic manipulation, intersubjective enunciation, a cognitive sensibility created through a ratio, and the presence of an economy of meaning. Furthermore, we will look not only at what these games represent and allow players to do, but also at players’ strategies and actions that give love and sex meaning in these games. Finally, this work will allow us to highlight not only the ideological and socio-cultural relevance of love and sex in digital games, but also the limits of a classical semiotic approach to this kind of problem, and consequently to make a general theoretical reflection in the ...
In this paper I propose a unifying perspective on meaning-making based on the assumption that signification in digital games is mainly produced through the cognitive & interpretative processes involved into gameplay. More exactly, the... more
In this paper I propose a unifying perspective on meaning-making based on the assumption that signification in digital games is mainly produced through the cognitive & interpretative processes involved into gameplay. More exactly, the gameplay will be intended as series of sensorimotor acts and cognitive tasks that act as a catalyst and hub between semantics, narration, aesthetic, interactions & mechanics. This will be done with an interdisciplinary case analysis of Brothers: a tales of two sons and Papers, Please. My goals are two. The first one is to offer a deeper perspective on how complex contents, like brotherhood as a value and migration as a topic, dramatically depend on the cognitions triggered by playing that act as signifiers for interpretations on all the different layers of meaning. The second one is to contribute in laying the foundation of a unified perspective of meaning.