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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
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”.
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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In this talk we shall outline a proposal for a new type of narrative analysis where on the level of narrative syntax the values will be considered not on the base of the relation of conjunction or disjunction between the object and the... more
In this talk we shall outline a proposal for a new type of narrative analysis where on the level of narrative syntax the values will be considered not on the base of the relation of conjunction or disjunction between the object and the subject, but on the base of the economical principle of scarcity. Such approach makes the semiotic analysis more adequate to the interactive narrative where decision making and “reader’s” performance decide the success or failure of the narrative programs.  We will use the famous game "Dark Souls" as a case study.
An overview of how digital games are becoming something through which we think, imagine and create our subjectivity
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.
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.
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.
From pixels to 3D scanning. The meaning-making of faces in digital games in the last 40 years.
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.
International Symposium Jointly Organized by the University of Turin (CIRCE, Prof. Massimo LEONE) and the University of Potsdam (Institute for Romance Languages, Prof. Eva KIMMINICH), with the support of MIUR-DAAD (project: CONTAGIONS.... more
International Symposium Jointly Organized by the University of Turin (CIRCE, Prof. Massimo LEONE) and the University of Potsdam (Institute for Romance Languages, Prof. Eva KIMMINICH), with the support of MIUR-DAAD (project: CONTAGIONS. Proposal for the Constitution of an Italian-German Network of Young Scholars for the Study of Viral Misinformation and Hate-Speech in Present-Day Communication).

TITLES AND ABSTRACTS available at:

https://www.uni-potsdam.de/de/romanistik-kimminich/team/aktuelles/tagung-moderation-internet/tagung-moderation-internet-abstracts.html
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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?
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This talk is aimed toward putting in contact VR artists with the most recent research on VR in academia and semiotics.
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..
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.
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 ...
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.
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.
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.
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.
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.
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Comment le visage va-t-il changer en fonction de sa nouvelle présence numérique ? Et comment l'avenir sera-t-il influencé par le visage en tant que simulacre numérisé ? Ce volume rassemble des essais de sémiologues et de philosophes qui... more
Comment le visage va-t-il changer en fonction de sa nouvelle présence numérique ? Et comment l'avenir sera-t-il influencé par le visage en tant que simulacre numérisé ? Ce volume rassemble des essais de sémiologues et de philosophes qui abordent ces questions à partir d'études de cas hétérogènes allant de la première BD de Tintin au tout récent jeu vidéo Cyberpunk 2077, de Twitter à la une de journaux, des bases d’images à l'art contemporain. Le thème est ainsi analysé sous quatre angles différents : la temporalité intrinsèque du visage ; ses lectures incarnées et machiniques ; la construction et la déconstruction du visage numérique ; et enfin les différentes interprétations et hybridations du visage futur.
What is the future of the face in the metaverse? A semiotic investigation.
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Virtual, augmented, and mixed reality are at the center of the contemporary media scenario and the latest expressions of digital culture. These different yet alike technologies are innovating and successfully used in very different fields... more
Virtual, augmented, and mixed reality are at the center of the contemporary media scenario and the latest expressions of digital culture. These different yet alike technologies are innovating and successfully used in very different fields such as entertainment, rehabilitation, professional training, art and urban design. However , these terms also became buzz words and are somehow the preferred subjects of technological myths and technophobic tales. By blending the philosophical reflection and semiotic perspective on virtuality with concrete case studies and detailed analyses of their technical characteristics, the contributions of this volume critically inquire on the means by which the efficiency and meaningfulness of these technologies is achieved. What do we really mean when we talk about the immersive and realistic nature of these media? in what sense can we experience the real in a virtual and digital world? is there a connection between our conception of virtual reality and the social discourses and imaginaries about it? These questions are at the very heart of this book which is thus an investigation on the meaning-making behind, beyond and around virtual, augmented, and mixed reality.
This second issue of our journal addresses an uneasy topic. It is uneasy exactly because it is too easy to speak about love and sex and yet say nothing. It is uneasy because there has not been tremendous academic interest in this topic... more
This second issue of our journal addresses an uneasy topic. It is uneasy exactly because it is too easy to speak about love and sex and yet say nothing. It is uneasy because there has not been tremendous academic interest in this topic within the field of humanities and social sciences, and contributions to the field have thus been sporadic and unsystematic. Moreover, it is uneasy because, compared to other aspects of our everyday life, love and sex concern our being in a way that it is difficult to observe in a neutral or scientific way. However, we are here: organizing a small conference on the consequences for love and sex upon the advent of the internet and digital technologies. We could not resist engaging this topic because our program as a research center concerns the cultural changes of the digital age, and we can hardly think of another sphere of life more affected by the development of digital communications technologies. In our preliminary research we have identified no less than six huge areas of semiotic interest (being helped by Sanders & Co, 2018): - Cyber dating and hookup culture - Erotica, pornography websites, and videogames - Webcamming, hidden cams, and online voyeurism - Sex workers’ platforms, websites, and forums - Digitally engineered sex - The dark side of the net: cyberbullying, online pedophilia, revenge porn, etc. In his paper “The Semiotics of the Face in Digital Dating: A Research Direction,” Massimo Leone is concerned with the problem of whether or not the human face will lose its aura as a result of the digital manipulations popular on dating sites. The first part of this paper offers a profound analysis of the face's semiotic essence and its role in the sociosemiotic reality of the everyday life. Then the analysis focuses on seductive behavior and the crucial role that the face performs in seduction. This analysis' depth comes from the comparative approach between humans and primates, where the face is seen as a communicative project. The second part develops the context in which images of the face are used on digital dating sites. Leone explores the possibility of digital dating faces' typology, wherein the degree of idealization varies. The semiotic tools of such idealization include make-up techniques (including modifications like false moles), a number of seductive facial expressions, and an infinity of digitally-assisted improvements or augmented reality effects used on the face. One representative of the new generation of semioticians – Gianmarco Giuliana – has developed an original and innovative approach to account for the use of love and sex in video games. His perspective is part of a new general approach that tries to overcome the limits of structural semiotics by analyzing the video-ludic experience, going beyond the textual occurrence of the potential or accomplished game. Love and sex are entwined with all the major semiotic aspects of video games. In his paper “I kissed an NPC and I liked it: Love and Sexuality in Digital Games,” Giuliana divides his study in semiotic typology into the representation, enactment, and economy of love and sex. The impressive variety of digital sexuality in gaming is explained and theoretically classified on the basis of a huge list of video games, tracing the field from its origins to the latest products of VR immersive experience. Following this young Italian scholar's line of analysis, we may expect that the role of love in the video games—and the role of sex in particular—is destined to increase and bring a qualitative leap to the market of experience. In his paper “Technology selling sex versus sex selling technology,” Konstantinos Michos (who is a PhD candidate from the Aristotle University of Thessaloniki) investigates advertising in the digital commerce of sexual and technological devices. His case study compares two extreme cases with a mirrored structure: that of the sexual device Lovense promoted through a website with a multimodal technological rhetoric, and a retailer brand that sells conventional technological products using heavy sexual (and even pornographic) rhetoric to advertise its offer. The author proposes a model that poses sex and technology as two extremities on a semiotic axis. We can position the huge variety of commercial appeals for the examined products and services along the semiotic axis. The paper of young Algerian researcher Mega Afaf is unique in our collection. It is situated between academic research and an anti-pornography feminist manifesto, and represents a strong ethical stance. For this reason the paper has been approved with certain reservations on the part of reviewers. However, we insisted on keeping it because this woman's brave act, coming from El Oued to Sozopol with all the obstacles of her socio-cultural reality. Her presence made our conference more valuable and significant. Shortly after announcing the call for papers, our journal was heavily criticized on Facebook by two or three feminists for having only male keynote speakers. Given the topic of our conference, they were quite right to raise the ethical issue of gender participation. The argument that these feminists did not want to accept was the fact that, as organizers, we made consistent efforts to invite two teams of female researchers from Leicester and Glasgow and a professor form UAS/Prague, all authors of important books on the transformation of love and sex in the digital age. These scholars were not available at the beginning of September, as is the case with many academics. More concretely, Mega Afaf's paper begins with a historical reading of the feminist movement's socio-cultural implications as read through Juri Lotman's semiotic model (as presented in the 2009 book from Culture and Explosion). She situates the phenomenon of pornography within this theoretical frame and, contrary to some currents in feminism, sees it as entirely negative and counterproductive for the feminist cause, as a modern form of civilized slavery. Can we talk about the “touristification of love” and of “lovification of tourism”? Questions about love and tourism motivate the research entitled “Sex of Place. Mediated Intimacy and Tourism Imaginaries,” by the young Italian PhD candidate Elsa Soro, presently working in Barcelona. Her fieldwork takes place on Tinder, and she analyzes the ways people increase their sex appeal and construct seductive strategies using images of touristic places and activities in their Tinder profiles. The study starts from a strong empirical observation: in the last few decades, global tourist activities have increased exponentially, at a rate that mimics the uptake of internet platforms for dating. The number of traveling people and the number of dating people has not only increased, but there is also an important lifestyle overlap between the two trends, suggesting there is solid ground for the cultural implications of this socio-economic reality. Soro makes a sociosemiotic typology of ways of being a tourist and performing tourism in Tinder profile pictures, which not only helps to decode the phenomenon but may also be used as a guide for performing a successful seduction strategy. Francesco Piluso from the University of Bologna gives an excellent example of semiotic critique in the tradition of Barthes, Eco, and Baudrillard. In his paper “From sexual community to exclusive sex: Semiotic translation on gay chat and dating applications,” Piluso applies the semiotic method to one of the greatest expressions of present-day social media capitalism: dating platforms. According to the young Italian scholar, LGBTQ dating apps like Grindr and PalnetRomeo make use of LGBTQ community capital to transform it into a heteronormative, individualized product of consumption to maximize profits. Apparently platforms like these are inclusive and community oriented, but an examination of their internal structure and hidden ideology reveals that they promote individualistic sexual experiences in a very neoliberal way, driven by profit-oriented filters. These platforms thus commodify (i.e. re-appropriate and assimilate) the core values of the LGBTQ community, namely the acceptance of the individual difference. This commodification takes place through the list of participants' qualities, qualities like weight, height, colour of skin, eyes, hair, and even the dimension of a user's genitals. Rather than a research paper, Mihail Vuzharov’s “UX & FOMO. Looking for Love or Looking for Options?” is an informative and analytical review of the latest trends in internet experience, with an explicit ethical stance and sound forecasts for the near future. It also contains a list of the most memorable phrases pronounced by the participants of the XXIII EFSS conference. One of the important things in this paper is the further elaboration of the notion (inspired by Eco’s reader model) of the “model user”, already introduced by Vuzharov in previous publications. Concerning love and sex, Vuzharov discusses the general behavioral trend among millennials (as well as other groups) of FOMO – the "Fear Of Missing Out" – as relates to new forms of sexuality and intimacy that emerged after the widespread adoption of dating apps. “Fomosexuality” is a term used to speak about the commodification of our relationships, love, sex, and affection, topics widely discussed during the conference. Kristian Bankov's paper, “The Pleasure of the Hypertext,” is an updated version of the already-published chapter in book, The Garden of Roses III: Lectures and Speeches (2007-2014), edited by prof. Bogdan Bogdanov. This is a reflection on the shift from the age of the “cult of the text” (of which Barthes’ The Pleasure of the Text, 1973 is emblematic), and the age of the Hypertext (which is more or less the last two decades), wherein the cultural impact of the internet and digital technologies is devastating.