Una perspectiva neurobiológica y comunicacional de la imagen y de la realidad aumentada

  1. Moreno Sánchez, Isidro 1
  2. Jiménez Segura, Jesús 2
  1. 1 Universidad Complutense de Madrid
    info

    Universidad Complutense de Madrid

    Madrid, España

    ROR 02p0gd045

  2. 2 Universidad de Sevilla
    info

    Universidad de Sevilla

    Sevilla, España

    ROR https://ror.org/03yxnpp24

Revista:
Icono14

ISSN: 1697-8293

Año de publicación: 2018

Título del ejemplar: Comunicación, poder y cambio social

Volumen: 16

Número: 1

Páginas: 238-259

Tipo: Artículo

DOI: 10.7195/RI14.V16I1.1102 DIALNET GOOGLE SCHOLAR

Otras publicaciones en: Icono14

Objetivos de desarrollo sostenible

Resumen

From the perspective of neurobiology and communication, the research analyzes prehistoric rock paintings and augmented reality. Both systems combine reality and virtuality, 360-degree images, immersion, physical and social interactions, and a break with the Renaissance representational framework. Augmented reality adds interactivity by approaching the natural cognition of the brain, and its communicative effectiveness is greater than that of other image systems. The main objective of this research is to prove that proposition. The methodology, which is basically exploratory, is based on the contributions of neuroscience and psychobiology, on cultural studies, and on the communicative possibilities offered by ICTs in mobility. The results suggest that greater communicative effectiveness is linked to socialization, 360-degree multi-sensory immersion and interactive images. It seems fruitful to develop and enhance systems of augmented reality in mobility that interweave interactivity and moving pictures in 360-degree immersive contexts.

Referencias bibliográficas

  • Aiello, L. & Dunbar, R. (1993). Neocortex Size, Group Size, Aand The Evolution of Language. Current Anthropology. 34(2), 184-193. Recuperado de https://goo.gl/ZL0QzB
  • Atkins, P. W. (1986). La creación. Barcelona: Salvat.
  • Albright, T.D. & Neville, H. J. (2001). Neurosciences. In Robert A. Wilson y Frank C. Keil (eds). The MIT Encyclopedia of the Cognitive Science. Mit Press.
  • Arnheim, R. (2004). Visual Thinking (35th anniversary printing). Berkeley, Los Angeles & London: University of California Press.
  • Azuma, R.T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments. 6 (4), 355-385. doi: http://dx.doi.org/10.1162/pres.1997.6.4.355
  • Bruner, E. (2010). The Evolution of the Parietal Cortical Areas in the Human Genus: Between Structure and Cognition. In D. Broadfield; M. Yuan; K.
  • Schick & N. Toth (Eds). The human brain evolving. Paleoneurological Studies in Honor of Ralph L. Holloway (pp. 83-86). Bloomington: Stone Age Institute Pres/Indiana University.
  • Bruner, J. (1991). Acts of Meaning: four Lectures on Mind and Culture. Cambridge, Massschusetts & London: Harvard University Press.
  • Campbell, J. & Moyers, B. (1988). The Power of Myth. New York: Anchor Books Random House.
  • Castañares, W. (2011). Realidad virtual, mimesis y simulación. CIC Cuadernos de Información y comunicación, 16, 59-81. doi: http://dx.doi.org/10.5209/rev_CIYC.2011.v16.3
  • Ceram, C.W. (1965). Archaelogy of Cinema. London: Thames and Hudson.
  • Damasio, A. (2010). Self Comes to Mind: Constructing the Concious Brain. New York: Panteon Books.
  • Falk, D. (1992). Evolution of the Brain and Cognition in Hominids. James Arthur Lectures on the Evolution of the Human Brain. New York: American Museum of Natural History
  • Fahr-Becker, G. Ed. (1999). Ostasiatische Kunst. Köln: Könemann.
  • Gage, J. (2006). Colour in Art. London: Thames & Hudson.
  • Garcia-Jimenez, J. (1995). La imagen narrativa. Madrid: Thomson Paraninfo.
  • Gardner, H. (2005). Arte, mente y cerebro. Una aproximación cognitiva a la creatividad. Barcelona: Paidos.
  • Gazzaniga, M. S. (2012). ¿Qué nos hace humanos? Barcelona: Paidós.
  • Halliday, T. (Ed) (1998). The Senses and Communication. Berlín: Springer.
  • Jurkowski, H. (1988). Aspects of Puppet Theatre. London: Puppet Centre Trust.
  • Kenneally, C. (2007). The First Word. The Search for the Origins of Lenguage. London: Penguin Books.
  • Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27–50. doi: http://dx.doi.org/10.1111/j.1468-2885.2004.tb00302.x
  • Lee, E.; Lee, J. & Schumann, D. W. (2002). The Influence of Communication Source and Mode on Consumer Adoption of Technological Innovations. The Journal od Consumer affairs, 1(36), 1-27. doi: http://dx.doi.org/10.1111/j.1745-6606.2002.tb00418.x
  • Leiner, D. J & Quiring, O. (2008). What Interactivity Means to User Essential Insights into and a Scale por Perceived Interactivity. Journal of Computer-mediated Communication. 14(1). 127-155. doi: http://dx.doi.org/10.1111/j.1083-6101.2008.01434.x
  • Linowes, J. (2015). Unity Virtual Reality Projects. Birmingham: Packt Publishing (eBook).
  • Leroi-Gourhan, A. (1964). Le geste et la prole, tome 1: Technique et langage. París: Éditions Albin Michel.
  • Lewis-Williams, D. (2002). The Mind in the Cave. Consciousness and the origins of art. London: Thames & Hudson.
  • Lombar, M. & Ditton, T. (1997). At the Heart of it All: The Concept of Presence. Journal of Computer Mediated Communication, 3(2). doi: http://dx.doi.org/10.1111/j.1745-6606.2002.tb00418.x
  • Lorenz, K. (1980). El todo y la parte en las sociedades animal y humana. Un examen metodológico. In K. Lorenz. Consideraciones sobre las conductas animal y humana (147-247). Barcelona: Plaza y Janés.
  • Magnin, C. (1981). Histoire des Marionettes en Europe. Paris: Slatkine.
  • Milgram, P.; Takemura, H.; Utsumi, A. & Kshino, F. (1994). Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum. In Proc. SPIE 2352, Telemanipulator and Telepresence Technologies, 282-292. doi: http://dx.doi.org/10.1117/12.197321
  • Panofsky, E. (1999). La perspectiva como forma simbólica. Barcelona: Tusquets.
  • Pastor, S. & Conomis, C. (2006). Mixed Reality Displays. In Schreer, O.;
  • Kauff, P.; & Sikora, T. 3D Videocommunication: Algorithms, Concepts and Real-Time Systems in Human Centred Communication. Chichester, England: John Wiley & Sons. doi: http://dx.doi.org/10.1002/0470022736.ch14
  • Rafaeli, S. (1988). Interactivity: from New Media to Communication. Sage Annual Review of Communication Research: Advancing Communication Science, 16, 110-134. Recuperado de https://goo.gl/skSrE
  • Rains, S. R. (2007). The Impact of Anonymity on Perceptions of Source Credibility and Influence in Computer-Mediated Group Communication: A Test of Two Competing Hypotheses. Communication Research, 1(34), 100-125. doi: http://dx.doi.org/10.1177/0093650206296084
  • Rock, I. (1985). La percepción. Barcelona: Labor.
  • Schudson, M. (1978). The Ideal of Conversation in the Study of Mass Media. Communication Research, 5 (3), 320-329. doi: http://dx.doi.org/10.1177/009365027800500306
  • Serino, M.; Cordrey, K.; McLaughlin, L. & Milanaik, R. L. (2016). Pokémon Go and Augmented Virtual Games: a Cautionary Commentary for Parents and Pediatricians. Current Opinion in Pediatrics, 28(5), 673-677. doi: http://dx.doi.org/10.1097/MOP.0000000000000409
  • Sheridan, T. B. (1992). Musings on Telepresence and Virtual Presence. Presence: Teleoperators and Virtual Environments, 1(1), 120-126. http://dx.doi.org/10.1162/pres.1992.1.1.120
  • Staehlin, C. (1981) Historia genética del cine. De Altamira a wintergarten. Valladolid: Universidad de Valladolid.
  • Steuer, J. (1992). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42(4), 73–93. doi: http://dx.doi.org/10.1111/j.1460-2466.1992.tb00812.x
  • Sutherland, I. (1965). The Ultimate Display. Proceedings of IFIP Congress, 506-508. Recuperado de http://goo.gl/Jleurr
  • Thomas Yeo, B.T.; Eickhoff, S.B. (2016). Systems Neuroscience: A Modern Map of the Human Cerebral Cortex. Nature, 536, 152–154. doi: http://dx.doi.org/10.1038/nature18914
  • Torán, E. (1985). El espacio en la imagen. Barcelona: Mitre.
  • Turkle, S. (1984). The Second Self: Computers and the Human Spirit. New York: Simon @ Schuster.
  • Vernot, B.; Tucci, A.; Kelso, J.; Schraiber, J. G.; Wolf, A. B.; Gittelman, R. M.,… Akey, J.M. (2016). Excavating Neandertal and Denisovan DNA from the Genomes of Melanesian Individuals. Science, 352(6282), 1-10. doi: http://dx.doi.org/10.1126/science.aad9416
  • Vygostsky, L. S.(1981). Pensamiento y lenguaje. Buenos Aires: La Pléyade.
  • Weibel, D.; Wissmath, B. & Mast, FW. (2010). Inmersión in Mediated Ennvironments: The Role of Personality Traits. Cyberphychol Behavavior and Social Networking. 2010, 13(3), 251-6. doi: http://dx.doi.org/10.1089/cyber.2009.0171
  • Wirth, W; Hartmann, T.; Böcking, S.; Vorderer, P.; Klimmt, C.; Schramm, T.;... Jäncke, P. (2007). A Process Model of the Formation of Spatial Presence Experiences. Media Psychology, Vol 9(3), 2007, 493-525. doi: http://dx.doi.org/10.1080/15213260701283079