Límites Epistemológicos De Los Mundos Virtuales

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Límites Epistemológicos De Los Mundos Virtuales UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE CIENCIAS DE LA INFORMACIÓN DEPARTAMENTO DE PERIODISMO III (Teoría General de la Información) TESIS DOCTORAL Límites epistemológicos de los mundos virtuales MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Daniel Alonso Martínez DIRECTORA Eva Aladro Vico Madrid, 2017 © Daniel Alonso Martínez, 2016 UNIVERSIDAD COMPLUTENSE DE MADRID Facultad de Ciencias de la Información Dpto. Periodismo III LÍMITES EPISTEMOLÓGICOS DE LOS MUNDOS VIRTUALES (Castellano) Autor: Daniel Alonso Martínez Directora: Eva Aladro Vico Madrid, 2015 Dedicado a mi esposa, Ellea. Gracias por todo lo que has hecho por mí durante todos estos años. Este trabajo no habría sido posible sin tu ayuda incondicional. AGRADECIMIENTOS Como suele decirse, y con razón, todo trabajo de investigación es fruto del esfuerzo individual amparado por el apoyo de numerosos individuos que convergen alrededor de la tarea creativa. El presente estudio no hubiera sido posible sin la aportación desinteresada de todos estos agentes, y por ello me veo en la humilde obligación de reconocer dicha labor, no sólo para dejar constancia del valor que ha tenido para mí, sino también para situar este trabajo en un contexto comunitario que, de otra manera, hubiera pasado desapercibido. En primer lugar, me gustaría agradecer a mi esposa, Ellea Ratier, su constante cariño y soporte, no sólo en lo doméstico sino también en lo profesional, ya que gran parte de la orientación filosófica de la que he dispuesto ha salido de su cabeza. Sin duda, he de atribuir méritos también a mi Directora de Tesis, Eva Aladro, quien me ha conducido con su vastísimo conocimiento de la parte teórica de este trabajo por los senderos adecuados, recomendando siempre las lecturas más enriquecedoras que pudiera yo imaginar. No me gustaría olvidar en mis agradecimientos académicos a Wenceslao Castañares, a quien no atendí suficientemente en todas las ocasiones que me instaba a reunirme con él a discutir las más variadas cuestiones. Tengo también una deuda irreparable con Jorge Clemente Mediavilla, quien siempre se acordó de mí en momentos muy difíciles. A mi madre, a mi padre, a mi hermana y a mis dos abuelas les debo el soporte, el cariño y la constante preocupación por los avances en mi trabajo, sin los cuales en muchas ocasiones hubiera olvidado el objeto de la tarea que emprendí al comenzar a investigar este asunto. Agradezco también a Andrés Oliva el tenerme siempre informado de los más recientes productos en el mercado cultural, así como su amistad y su comprensión al descuidar proyectos comunes. A mi suegro, Marc, le debo también algunas de las mejores y más sentidas charlas motivadoras de las que he disfrutado, así como nuestro interés compartido por todas estas cuestiones tecnológicas que me han permitido situar muchas cuestiones en mi mente. Por último, pero no por ello menos relevante, me gustaría agradecer a Brian Moriarty la posibilidad que me brindó al permitirme traducir sus conferencias, sin las cuales no entenderíamos los Mundos Virtuales de la misma manera. INDICE − Abstract Castellano ········································································ 1 − English Abstract ········································································ 3 − 1. Introducción ········································································ 5 − 2. Objetivos del estudio ······························································· 25 − 3. Consideraciones metodológicas ······················································ 27 − 4. Definición de Mundo Virtual ······················································ 31 − 4.1. Definición de Dispositivo de Entrada ···································· 31 − 4.2. Definición de Señales de un tipo compatible con la configuración de un dispositivo capaz de procesar esas señales ···································· 32 − 4.3. Definición de Cambios dentro de un Sistema de Variables ·················· 33 − 4.4. Definición de Señales sensibles ············································· 34 − 4.5. Consideraciones generales sobre los Mundos Virtuales ·················· 35 − 4.6. Información sobre el estado del Sistema de Variables ·················· 38 − 4.7. Configuraciones de Mundos Virtuales ···································· 40 − 5. Hipótesis ················································································· 43 − 6. Experiencia: Estado de la cuestión ······················································ 45 − 6.1. Experiencia, narración e identidad ············································· 60 − 6.1.1. Experiencia, narración e identidad en los Mundos Virtuales ········· 67 − 6.2. Experiencia y cognición ······················································ 75 − 6.3. Experiencia y consciencia ······················································ 89 − 7. Inmersión: Estado de la cuestión ······················································ 99 − 7.1. Inmersión e Interfaz ······························································· 104 − 7.2. Objetivos de Inmersión ······················································ 122 − 7.3. Inmersión y objetos liminares ············································· 127 − 7.3.1. Definición de objeto liminar ············································· 127 I − 7.3.2. Objeto liminar y niveles de abstracción ··························· 129 − 7.4. Hiperinmersión y Comunicación Postsimbólica ··························· 134 − 7.5. Hipoinmersión, consistencia de los dispositivos de entrada y límites de la experiencia inmersiva ······························································· 138 − 7.6. Problemas de la experiencia inmersiva derivados de la naturaleza simulada de los Mundos Virtuales: El ‘Uncanny Valley ······················ 144 − 8. Dimensión social de los Mundos Virtuales: Estado de la cuestión ········· 149 − 9. Categorización de los Mundos Virtuales ············································· 163 − 9.1. Propuesta de un sistema de categorización radial de los Mundos Virtuales 166 − 9.2. Eje del Modo de Acceso al Mundo Virtual ···································· 172 − 9.3. Eje del Modo de Representación del Mundo Virtual ·················· 175 − 9.4. Eje de la Naturaleza Sistémica del Mundo Virtual ··························· 178 − 9.5. Eje de Tipos de Interacción con el Mundo Virtual ··························· 182 − 9.6. Eje del Grado de Involucración con otros Agentes ··························· 186 − 9.7. Eje de la Forma Temporal de la Interacción ···································· 198 − 10. Análisis de casos según el modelo propuesto ···································· 205 − 10.1. Modelo Binario ······························································· 208 − 10.2. Modelo Semi-Binario: límite de la experiencia inmersiva, el caso de “The Happy Button” ······················································ 210 − 10.2. Modelo Hiperinmersivo ······················································ 213 − 10.3. Modelo Textual: Aventuras textuales, el caso de “Colossal Cave Adventure” ········································································ 217 − 10.4. Modelo icónico: videojuegos de primera y segunda generación, el caso de “Adventure” (Atari 2600) ············································· 223 − 10.5. Modelo icónico: videojuegos de tercera generación, el caso de “Baldur's Gate” ················································································· 229 − 10.6. Modelo icónico: videojuegos de cuarta generación y siguientes, el caso de “Garry's Mod” ······························································· 234 II − 10.7. Modelo inmersivo: instalaciones interactivas, el caso de "Connected Worlds" ········································································ 240 − 11. Conclusiones ········································································ 245 − Anexo I: Generaciones de videoconsolas domésticas ··························· 267 − I.i. Primera generación ······························································· 267 − I.ii. Segunda generación ······························································· 269 − I.iii Tercera generación ······························································· 272 − I.iv. Cuarta generación ······························································· 274 − I.v. Quinta generación ······························································· 277 − I.vi. Sexta generación ······························································· 282 − I.vii Séptima generación ······························································· 285 − I.viii Octava generación ······························································· 290 − Bibliografía Consultada ······························································· 295 − Indice de Obras Digitales Citadas ······················································ 309 − Índice de Películas y Series de TV Citadas ············································· 329 III IV - Abstract Castellano Título: LÍMITES EPISTEMOLÓGICOS DE LOS MUNDOS VIRTUALES Autor: Daniel Alonso Martínez Palabras clave: mundos virtuales, conocimiento, identidad, sensorio-motriz, dispositivos El presente estudio analiza las características de los mundos virtuales entendidos en sentido amplio, con el objetivo de definir bajo qué condiciones tienen la propiedad de desarrollar destrezas psicológicas y físicas de una manera particular que los diferencia radicalmente de otros productos culturales. En este sentido, se ha investigado el alcance
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