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Master's Dissertation
DOI
https://doi.org/10.11606/D.27.2020.tde-05032021-120846
Document
Author
Full name
Mariane Beline Tavares
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 2020
Supervisor
Committee
Passarelli, Brasilina (President)
Angeluci, Alan César Belo
Antunes, Luiz Guilherme de Carvalho
Tori, Romero
Title in Portuguese
O contemporâneo hiperconectado: realidade aumentada e seus usos nas redes sociais e nos videogames
Keywords in Portuguese
Atores humanos e não humanos
Dispositivos
Literacias
Percepção
Realidade aumentada
Visualidade
Abstract in Portuguese
A pesquisa centra-se nos questionamentos a respeito da sociedade contemporânea a partir da intensificação da tecnologia no cotidiano. O foco é voltado à realidade aumentada, com sua potencialidade de interação e embaçamento do/entre mundo real e da virtualidade. Construindo um panorama bibliográfico acerca do contemporâneo hiperconectado, aborda temas como a aldeia global, a teoria ator-rede, o movimento onlife, a quarta revolução tecnológica, a big tech, as literacias de mídia e informação, transhumanismo e o mirrorworld. Além disso, discorre a respeito de uma aceleração do tempo e em como se altera a percepção visual dos indivíduos em uma sociedade estruturada no capitalismo 24/7. Dentre os sistemas tecnológicos compreendidos nessa estrutura, atentaremos a duas: as redes sociais e os videogames. O campo da indústria dos videogames é abordado com dados sobre a área e com uma análise crítica sobre o jogo Pokémon GO, mapeando em como os videogames e as redes sociais têm um papel importante na disseminação e acessibilidade da realidade aumentada a partir dos dispositivos móveis. O interesse nesse enfoque é compreender a percepção visual e em como vivenciam e acessam as literacias, de que forma essas novas semânticas e novas lógicas estabelecem uma reflexão dessa ordem social organizada a partir das interfaces e das superfícies de mediação.
Title in English
-
Keywords in English
Augmented reality
Devices
Human and non-human actors
Literacies
Perception
Visuality
Abstract in English
The research focuses on questions about contemporary society, based on the intensification of technology in everyday life. The focus is on augmented reality, with its potential for interaction and blurring of / between real world and virtuality. Constructing a panorama of the hyperconnected contemporary, it addresses topics such as the global village, actor-network theory, the onlife movement, the fourth technological revolution, big tech, media and information literacies, transhumanism and mirrorworld. In addition, it discusses an acceleration of time and how the visual perception of individuals changes in a society structured in capitalism 24/7. Among the technological systems included in this structure, we will look at two: social networks and video games. The video game industry field is approached with data about the area and a critical analysis of the Pokémon GO game, mapping how video games and social networks play an important role in the dissemination and accessibility of augmented reality from mobile devices. The interest in this approach is to understand the visual perception and how they experience and access literacies, how these new semantics and new logics establish a reflection of this organized social order based on the interfaces and surfaces of mediation.
 
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Publishing Date
2021-03-05
 
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