Disputationes
Subtitles
10-11
December
Future Center San Salvador
Venice, Italy
Official languages: english/italiano
This
conference is the first of a round of high-level talks (Disputationes
Subtiles) that in the forthcoming months will address the issues
related to emerging communications
internet,
virtual reality, third generation wireless systems, e-learning, computer
supported collaborative work that are shaping our experience.
The
Disputationes want to help ICT managers, developers, researchers and
students interested in such novel technologies in identifying some key
issues to understand and exploit the full potential of this new situation.
This will be achieved by focusing on this topic from multiple perspectives
according to the tradition started by Pliny.
The
first series of Disputationes Subtiles concerns
communications through virtual technologies.
The question addressed by the conference is how communication and emerging
technologies are going to converge.
On
one hand, the world of communication is evolving into the
creation of context-bound services
which take in account the user’s needs and characteristics in
a particular situation. These services, in other words, are shaped by
a new vision of the communicative flow which is driven by context’s
semantic and psychological features.
On
the other hand,
virtual technologies are changing the way we interact with computer,
by enabling us to share information in a three-dimensional, synthetic
world consisting of realistic representations of real life objects and
human beings. Moreover, these technologies have developed new interfaces
which have the potential to overcome the barrier existing between biological
and synthetic world, as showed by the increasing number of studies and
applications focusing on neuroengineering and artificial olfact.
In
this sense,
we can expect that in the future virtual technologies and emerging communication
tools will get more and more mature, increasing the chances of merging
together. If
today Virtual Reality is mainly used in entertainment, e.g. for 3D games
and virtual tours, tomorrow it will be increasingly applied in concrete,
real life contexts. For example, it will be possible to superimposing
a 3D, computer-generated arrow on the floor of a burning building for
driving peolple to the safety door. However, this requires context-critical
information to be gathered and to be processed using distributed computing
resources.
Communication
will be characterized by
new levels of integration between mobile and fixed
networks, between global architecture and ad-hoc solutions. Middleware
will increase its importance as compared to data transport and innovative
solutions for real-time generation of communication contents will be
developed.
Disputationes
Subtiles integrate in an oral form the contents of the series “Emerging
Communication: Studies on New Technologies and Practices” published
by IOS
Press, Amsterdam.
The
interdisciplinary effort put in
Communication through Virtual
Technologies: Identity, Community and Technology in the Communication
Age, the first volume of the series issued
in March 2001, has allowed to invite researchers with different backgrounds
to discuss theoretical and pragmatic issues and to provide a description
of ongoing work developed worldwide. The topics discussed directly involve
critical issues for designers and users, and range from distributed
computing and third-generation mobile networks to non-standard human
interfaces (such as olfactive) and wetware (the ibridation of silicium
technologies with neural substrate).
Relators
have a long expertise and scientific competence in the field. This derives
from on-field trials and the collaboration to international research
projects. To ensure that the contents of the conference are not quickly
updated, all the contributors have made a great effort to identify possible
constraints in the use of these technologies and to indicate how they
can be faced and solved.
Researchers
who have pioneered the ideas and the technology associated with these
new communication technologies discuss theoretical and pragmatic issues
for these applications provide a description of ongoing work developed
worldwide. Applications which will be exploited in a wide range of disciplines,
including: healthcare,
e-learning, scientific research, services, manufacturing, engineering.
Throughout
the two days the conference will address a diverse range of issues raised
by virtual technologies, with particular reference to the social and
technological issues associated with their use, as well as integrate
technical knowledge and psycho-social principles related to human factors
into the design of virtual technologies.
Although
technical characteristics of these tools change very rapidly, what will
not change is their users. Thus, to ensure the widest accessibility,
contents of this conference will be available both in the Future Center
and live on the internet, with the help of experts who will support
the students of the virtual classroom. The contents will be also available
on-line for educational purposes.
To
ensure that the contents of the conference are not quickly updated,
all the contributors have created multimedia presentations that will
be available to all participants for future references.
These
innovative services will be based on the technological platform developed
and provided by Telecom Italia, the International Learning Services
Network. The conference will be held in Venice,Italy
, at the Future
Centre , San Marco 4826 Campo San Salvador 30124,
December 10-11 2001.
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Program
December
10, 2001
9.30
- 9.40
Opening
E. Fredriksson
IOS Press Director
9.40
- 10.00
Introduction
F.Vatalaro
Electronic Engineering, Tor Vergata University, Rome, Italy
Session
1
Chairperson:
E. Fredriksson,
IOS Press Director
10.00
- 11.00
Actors, Artifacts and Inter-Actions. Outline for a Social Psychology
of Cyberspace (abstract)
C. Galimberti
LICENT, Dipartimento di Psicologia,
Università Cattolica, Milano, Italia
11.00
- 11.15
Coffee break
11.15 - 12.15
The social life of communications technologies: when virtual and
communities meet (abstract)
G. Mantovani
Director of the Department of General Psychology,
Padua University, Italy
12.15 - 13.15
Virtual Reality as Communication Tool: a Socio-Cognitive Analysis
(abstract)
G. Riva
Applied Technology for Neuro-Psychology,
Istituto Auxologico Italiano , Milan, Italy
13.15 - 14.30
Lunch
13.30 - 14.00
Meeting with the press for the presentation of the book Communications
through Virtual Technologies will be held in the Refectory.
Session
II
Chairperson:
F. Davide
Special Project and Partnership, Telecom Italia, Italy
14.30
- 15.30
Towards 4G mobile communications (abstract)
F. Vatalaro
Electronic Engineering,
Tor Vergata University, Roma, Italia
15.30 - 16.30
Dynamic Agency: Models for Creative Production and Technology Application
(abstract)
M. Somalvico
Electronic and Information Department,
Politecnico di Milano, Milan, Italy
16.30 - 17.00
Coffee break
17.00 - 18.00
Avoiding artificial tigers: adaptive technologies for life in an
unnaturally complex world (abstract)
R. Walker
Artificial Intelligence Lab, Psychology Dept., Facoltà di Lettere
e Filosofia,
II Università di Napoli, Caserta, Italia
18.00 - 19.00
Web Usability Today: Theories, Approach and Methods (abstract)
L. Gamberini
Department of General Psychology,
Padua University, Italy
19.00
- 19.10
Close of the first day
Start
of the page
December
11, 2001
Session
3
Chairperson:
G. Riva
Applied Technology for Neuro-Psychology,
Istituto Auxologico Italiano , Milan, Italy
8.30
- 9.30
Using Mixed Reality for Collaborative Design (abstract)
R. C. Davies
Division of Ergonomics and Aerosol Technology, Department of Design
Sciences,
Lund Institute of Technology, Lund University, Svezia
9.30 - 10.30
From Observation to Simulation: Virtual Reality as an Innovation Tool
for Scientific Research (abstract)
A. Gaggioli
Applied Technology for Neuro-Psychology,
Istituto Auxologico Italiano , Milan, Italy
10.30 - 11.00
Coffee break
11.00 - 12.00
Experiential learning with Virtual Reality Enviroments (abstract)
C. Ruggeroni
National University of Rosario,
Rosario, Argentina
12.00 - 13.00
Virtual Reality in Clinical Psychology and Psychotherapy: Immersion
and Three-Dimensionality in the Relationship Between Patient and Therapist
(abstract)
F. Vincelli
Applied Technology for Neuro-Psychology,
Istituto Auxologico Italiano , Verbania, Italy
13.00 - 14.00
Lunch
Session
4
Chairperson: F.
Vatalaro
Electronic Engineering, Tor Vergata University, Rome, Italy
14.00
- 15.00
Learning and teaching on the World Wide Web (abstract)
C. Wolfe
Miami University, Ohio, USA
15.00
- 16.00
Virtual Olfactory Interfaces (abstract)
F. Davide
Special Project and Partnership,
Telecom Italia, Italy
16.00
- 16.30
coffee break
16.30
- 17.30
Neuroengineering: a new tool for the development of information technologies
(abstract)
M. Grattarola
Neural and Bioelectronic Technologies Group, Dipartimento di Ingegneria
Biofisica ed Elettronica (DIBE),
Università di Genoa, Italy
17.30 - 18.00
Close of the Lectures
Start of the page
Contents
F.
Davide: Virtual olfactory interfaces: electronic noses and olfactory
displays
At the present, in communications and virtual technologies, smell is
either forgotten or improperly stimulated, because non controlled odorants
present in the physical space surrounding the user. Nonetheless a controlled
presentation of olfactory information can give advantages in various
application fields. Therefore two enabling technologies, electronic
noses and virtual olfactory displays, are reviewed. Scenarios of usage
are discussed together with relevant psycho-physiological issues. End-to-end
system including virtual olfactory interfaces are quantitatively characterised
under many respects: smell quality and concentration, dynamics, spatial
localisation and information rate. Recent work done by the lecturer
on fidelity is finally reported.
Roy
C. Davies : Using Mixed and Virtual Reality for Collaborative Design
During a design process, many people cooperate to produce something
such as an object, building or artwork. These people have different
areas of competence and are responsible for various aspects of the design.
They need to be able to communicate with each other and collaborate
in the design process. Virtual Reality technology gives new capabilities
to designers. Not only can they design together in the same time and
place, but it is also possible to collaborate and communicate over distance,
and to track a design over time. An example of this is Participatory
Design.
People from an environment come together with design experts and work
to improve their own situation. Our work has aimed at developing an
"Envisionment Workshop", involving Virtual Reality and other
tools carefully assembled and tested over several real design situations
to facilitate the participatory design process. Together these form
a variant of Mixed Reality.
A.
Gaggioli: From Observation to Simulation: Virtual Reality as an Innovative
Tool for Scientific Research
The major aim of the presentLectio is to emphasize the potential offered
by Virtual Reality (VR) to develop new tools for research. While many
Virtual Reality applications have emerged in several human activities,
like industry, commerce and entertainment, only recently this innovative
technology has been recognized as a useful tool for carrying out scientific
experiments. The opportunity of Virtual Reality to create fully interactive
three-dimensional environments, to simulate many natural phenomena and
to evaluate how such phenomena respond according to the manipulation
of specific variables, provides researchers with powerful investigative
techniques. For this reason, the use VR is assuming a fundamental role
in several several scientific disciplines, like medicine, physics, chemistry
and biology.
In this Lectio, we attempt to find an answer to the question of whether
virtual experiments can be an information source for researchers, and
to validate the simulative approach in science. We review the advantages
offered by this technology as compared to traditional scientific methodologies
and the current and future applications of VR to main areas of research.
Finally, we analyse the use of VR in experimental psychology as a case
study.
C.
Galimberti: Actors, Artifacts and Inter-Actions. Outline for a Social
Psychology of Cyberspace
Cyberspace is standing out there waiting for us to study it from a psychosocial
perspective.
A lot of work has been done by researchers in these past years but what
is still missing is a discussion over the structure of a genuine psychosocial
point of view.
The lectio wil discuss the opportunity to found this point of view on
a three pillars' approach: a theory of subjects, a theory of objects
and a theory of processes relevant to the features of artifacts and
services actives in Cyberspace.
The issues raised will be dealt with as a first essential step towards
a definitive study of communication technology and the culture that
has grown up around it. The goal well be to open a conceptual and dialogical
space to settle theoretical, methodological and operational standards
to study cyber-interaction.
L.
Gamberini: Web Usability Today: Theories, Approach and Methods
The aim of this work is to introduce the constant transformation and
evolution of the usability concept. An overview of methods, techniques
and theories concerning usability is supplied. The reported review starts
from the description of traditional ergonomic methods and models, coming
to the suggestion of innovative theoretical and methodological proposals.
We claim that usability should always take context into account when
studying artifacts such as hardware and software, as they are not to
be considered as mere tools, unrelated to the concrete situation in
which they are used. Thus, usability has to be implemented within a
cultural framework, from which actions take their meaning.
M.
Grattarola: Neuroengineering. A new tool for the development of both
information technologies and the quality of life
Neuroengineering is a new powerful field of research rapidly growing
at the interface between Information Technologies and Neuroscience.
Its main goal can be summarized as follows: "To understand , modify
and use brain plasticity at the network level, in order to inspire new
Information Technologies and to advance Neuroscience".
This main goal can be reached by exploring several parallel pathways,
namely :
By interfacing in vitro networks of neurons to microelectronic
transducer arrays (i.e., bio-artificial networks of neurons)
By creating hybrid neuro-electronic systems
By computer simulating neuronal plasticity at the network level
By developing silicon (neuromorphic) neurons
By developing a new family of neurointerfaces based on smart
materials and other emergent technologies in order to allow self-organising
3-D structures.
Examples will be discussed to illustrate some of these pathways.
G.
Mantovani: The social life of communication technologies: when "virtual"
and "real" communities meet.
Four points will be treated. First, a reflection on the mutual shaping
of technology and society will be presented (the need to reject the
misleading metaphor of the "impact" of technology on society
and the equally misleading arguments about the "social effects"
of the Internet use).
Second, some ideas on the ways in which technological tools are adopted
(and become adapted) to specific communities will be presented (the
key function of social norms, the processes of legitimation of new technologies
in institutions, the need to experiment socially with the new tools
to discover their potential and their proper use).
Third, the cultural approach to technological tools as cultural artifacts
embodying social project will be introduced (this approach allows understanding
of computer-mediated communication and the role of communities as the
real subjects involved in the adoption and development of new technologies).
Finally, the opportunities for development of Virtual Environments as
places in which people can communicate, learn, and form "virtual"
and "real" communities of practices will be considered. Social
sciences seem in this moment willing to contribute to this project thanks
to their recent advances in cultural psychology (artifacts, mediation,
communities of practices), in cognitive science (Situated Action Theory),
in qualitative methodologies (ethnographic analysis of specific CMC
environments).
G.
Riva: Virtual Reality as Communication Tool: a Socio-cognitive Analysis
Virtual Reality (VR) is usually described by the media as a particular
collection of technological hardware: a computer capable of 3D real-time
animation, a head-mounted display, data gloves equipped with one or
more position trackers. However, this focus on technology is disappointing
for communication researchers and VR designers.
To overcome this limitation the lesson describes VR as a communication
tool: a communication medium in the case of multi-user VR and a communication
interface in sigle-user VR. The consequences of this approach for the
design and the development of VR systems are presented , together with
the methodological and technical implications for the development of
advanced interactive communication applications via computers.
C.
Ruggeroni: Experiential learning with Virtual Reality Environment.
Experiential learning is one of the most important achievement to reach
in any Educational settings since it is agreed that by multisensorial
experiences from interactions with reality, humans learn.
Although this theory approach in education is widely studied and accepted
is scarcely reached by up to date educational tools which, even the
affectivity of them, generate a distance from the contextual environment
in which students interact. It is a highly concern in Education to provides
students with the tools that warranted the most experiential approach
to learning. To reach that requisite, at least the educational tool
should be: multisensorial, contextual and social referential, highly
interactive, and allowing for grupal works to enhance mutual reflection
and social knowledge. Virtual Reality comes to be the ultimate medium
in CMC but also a powerful medium that, under the design of intentional
educational goals, could embrace those characteristics that makes learning
as experiential as effective as it is in natural - urban contexts.
As well, to Education to reach effectiveness and efficiency it should
provides students with the accurately IT skills in order to understand
and be inserted in the Society of the information age, being VR the
near future CMC, it should be included in the schools currícula
not only as a powerful tool but as a subject to analysed and in doing
so to promote reflection about the place of technology in our lives.
M.
Somalvico: Dynamic Agency: Models for Creative Production and Technology
Application
Among the most promising modern approaches to
creativity, a very important one makes use of non-standard problem solving
techniques of artificial intelligence for addressing methodological
descriptions of creativity.
The purpose of this Lectio is to present creative dynamic agency as
a novel partial description of creativity, which is based on a recent
and powerful technique of artificial intelligence, developed by authors
and called dynamic agency. The proposed approach is embedded in an epistemology
on creativity which is envisaged in a more general epistemology of rationality,
namely in the framework of the debate between weak and strong approaches
to artificial intelligence. the position of the authors is that creativity
cannot be fully modelled. However, with the adoption of creative dynamic
agency, we can extend the size of rational elements and reduce the size
of irrational elements (which still continue to be present) in both
product and process of creativity.
F.
Vatalaro: Towards 4G mobile communications
There are reasons to believe that the evolutionary technology scenarios
in support of the Knowledge Society of the years 2000's will be rooted
into three dominant trends:
- Pervasive diffusion of intelligence in the space around us, through
the development of network technologies towards the objective of the
so-called "Ambient Intelligence" (AmI);
- Increasingly relevant role of mobility, through the develpoment of
mobile communications, from the UMTS towards the so-called "Fourth
Generation" (4G);
- Increase of reachness and completeness of communications, through
the development of multimedia technologies, towards the "Immersive
Virtual Telepresence" (TIV), including an increased attention to
the aspects of human perception and of person-machine interaction.
The convergence of AmI, 4G and TIV technologies manifests itself as
the next frontier of ICT (Information and Communication Technology).
This convergence will determine the advent of ubiquitous 3-D telecommunications
and the built-up of intelligent environments in which complex multimedia
contents integrate and enrich the real space. The most ambitious objective
is to integrate the computer interfaces in the real environment (Mixed
Reality) so that the user can take advantage of them in the most natural
and intuitive way.
F.
Vincelli: Virtual Reality in Clinical Psychology and Psychotherapy:
Immersion and Three-Dimensionality in the Relationship Between Patient
and Therapist
VR represents the maximum level of evolution in interaction between
man and computer systems. In Clinical Psychology, the virtual cyberspace
offers a series of powerful and valid applications for diagnosis and
therapy. The qualities that make VR software reliable and particularly
useful in the practice of assessment and rehabilitation of certain psychopathological
dysfunctions emerge with extreme clarity from the specialist literature.
VR constitutes a three-dimensional interface that puts the interacting
subject in a condition of active exchange with a world re-created via
the computer. The possibility of not limiting the paradigm of interaction
in a unidirectional sense represents the strong point of the new technology:
man is not simply an external observer of pictures or one who passively
experiences the reality created by the computer, but on the contrary
may actively modify the three-dimensional world in which he is acting,
in a condition of complete sensorial immersion. The nature of this exchange
means that the subject feels actually present in this new context. The
feeling of "actual presence" is perhaps the peculiar characteristic
of this tool and is made possible both by the realistic reproduction
of the cybernetic environments and by the involvement of all the sensorimotor
channels during interaction. In this presentation we focus on the characteristics
of the new configuration in the relationship between patient and therapist
in clinical psychology.
R.
Walker: Avoiding artificial tigers: adaptive technologies for life in
an unnaturally complex world
Human beings are naturally equipped to deal with natural complexity.
They are good at avoiding tigers. But in modern societies, they also
have to deal with unnatural forms of complexity: markets, networks and
complex machinery. These "Complex Artificial Systems" operate
at speeds and produce output which human beings are not biologically
equipped to handle. And above all they are dynamic. They can change
their behavior rapidly and in unexpected ways. The current generation
of data analysis and data mining tools is unable to deal with the dynamic
nature of Complex Artificial Systems. In this lecture I will suggest
that interacting with Complex Artificial Systems requires new technological
tools, which have still to be built. These tools, I will argue, could
be based on the same "adaptive technologies" which we have
used to assist us in our interactions with natural complexity, in particular,
Artificial Neural Networks, Evolutionary Computing, the Ecological/Embodied
approach to artificial cognition as well as swarm computing. I will
propose ways it which these technologies could be used to produce practical
systems for Adaptive Artificial Perception and for the bottom-up simulation
of Complex Artificial Systems. The human interface to such a system,
it is argued, could be provided by integration with soft Virtual Reality
Technologies. At the end of the lecture I will a hypothetical "Market
Browser" based on this strategy.
C.
Wolfe: Learning and teaching on the World Wide Web
This Lectio is about using the Internet as a teaching tool. It will
start with the psychology of the learner and looks at how best to fit
technology to the student, rather than the other way around. Thus, it
will include a wide range of materials from how the eye "reads"
moving graphs on a Web page to how people who have never met face-to-face
can interact on the Internet and create "communities" of learners.
The Lectio will considers many Internet technologies, but will focus
on the World Wide Web and new "hybrid" technologies that integrate
the Web with other communications technologies.
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