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Escola De Comunicação, Artes E Design Famecos ESCOLA DE COMUNICAÇÃO, ARTES E DESIGN FAMECOS PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL DOUTORADO EM COMUNICAÇÃO SOCIAL GIOVANNI GUIZZO DA ROCHA REPRESENTAÇÃO VIRTUAL JORNALÍSTICA: PROPOSTA DE MATRIZ PARA ANÁLISE DE CONTEÚDOS JORNALÍSTICOS EM REALIDADE VIRTUAL Porto Alegre 2020 GIOVANNI GUIZZO DA ROCHA REPRESENTAÇÃO VIRTUAL JORNALÍSTICA: PROPOSTA DE MATRIZ PARA ANÁLISE DE CONTEÚDOS JORNALÍSTICOS EM REALIDADE VIRTUAL Tese apresentada como requisito para a obtenção do grau de Doutor pelo Programa de Pós-graduação em Comunicação Social da Escola de Comunicação, Artes e Design – Famecos, da Pontifícia Universidade Católica do Rio Grande do Sul. Orientador: Dr. André Fagundes Pase Porto Alegre 2020 GIOVANNI GUIZZO DA ROCHA REPRESENTAÇÃO VIRTUAL JORNALÍSTICA: PROPOSTA DE MATRIZ PARA ANÁLISE DE CONTEÚDOS JORNALÍSTICOS EM REALIDADE VIRTUAL Tese apresentada como requisito para a obtenção do grau de Doutor pelo Programa de Pós-graduação em Comunicação Social da Escola de Comunicação, Artes e Design – Famecos, da Pontifícia Universidade Católica do Rio Grande do Sul. Área de concentração: Cultura e tecnologias das imagens e dos imaginários Aprovada em: 20 de março de 2020. BANCA EXAMINADORA __________________________________________________ PROF. DR. EDUARDO CAMPOS PELLANDA – PUCRS ___________________________________________________ PROF. DR. FERNANDO FIRMINO - UFPB ___________________________________________________ PROF. DR. MÁRCIO SARROGLIA PINHO - PUCRS ___________________________________________________ PROFA. DRA. SUELY DADALTI FRAGOSO – UFRGS Porto Alegre 2020 AGRADECIMENTOS À Pontifícia Universidade Católica do Rio Grande do Sul - PUCRS, por oferecer toda a estrutura, humana e tecnológica, para o desenvolvimento dessa pesquisa. À Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES, que financiou integralmente os meus estudos. Ao professor André Fagundes Pase pela orientação, confiança e parceria durante toda a jornada. À Ana Paula, minha maravilhosa, obrigado pelo amor, pela paciência e pelo incentivo. À Alice, minha anjinha, que apareceu no meio dessa caminhada e deixou tudo mais alegre com seus sorrisos. À coordenação do PPG da Famecos, professores e funcionários da PUCRS, indispensáveis na construção desse trabalho. Agradecimentos especiais aos professores Eduardo Pellanda, Francisco Rüdiger, Márcio Pinho e Roberto Tietzmann por contribuições fundamentais à pesquisa. Aos colegas que foram surgindo durante a jornada. Não teria graça nenhuma sem as presenças de vocês. Agradecimento especial ao Carlos Teixeira pela amizade e companheirismo durante todo esse percurso. Aos meus amados pais, Nilse e Ivan, minha querida irmã Alessandra, e a todos amigos e familiares que acompanham e incentivam a minha trajetória acadêmica. Obrigado por todo o apoio de vocês. Aos orientadores de monografia e dissertação, Pedro Osório e Beatriz Marocco, responsáveis pelos passos anteriores a essa realização. Grande carinho e respeito por vocês. Por fim, a Deus, a São Jorge, ao universo, ao Sol e a todas as outras forças que permitem o privilégio de viver essa experiência fantástica. Numa cultura como a nossa, há muito acostumada a dividir e estilhaçar todas as coisas como meio de controlá-las, não deixa, às vezes, de ser um tanto chocante lembrar que, para efeitos práticos e operacionais, o meio é a mensagem. Marshall McLuhan RESUMO Nessa tese investigamos a capacidade de desenvolvimento de práticas e discursos jornalísticos a partir do emprego da tecnologia denominada como Realidade Virtual (RHEINGOLD, 1991; CADOZ, 1997). Sua inspiração e problemática também envolve a emergência do conceito definido por Jornalismo Imersivo (DE LA PEÑA, 2010), também observando outras perspectivas que envolvem as possibilidades de transposição com o jornalismo (BIOCCA, LEVY, 1995; PRYOR, 2002, 2004) e a interatividade das tecnologias digitais (MURRAY, 2003). A partir da compreensão de que estas produções são objetos não mais determinados pela temporalidade, mas pela espacialidade (BIOCCA, LEVY, 1995; MANOVICH, 2001; PRYOR, 2002), defendemos a tese de que essas produções exigem cruzamentos interdisciplinares com técnicas e perspectivas de domínio do game design para o seu desenvolvimento. Para chegar a esse resultado é necessário demonstrar que o próprio conceito nomeado por realidade virtual, surgido em grande parte a partir do discurso jornalístico dos anos 1990, opera como um agente de imprecisão ao campo de estudos (LANIER, 2017). Assim, a partir da concepção de uma nova proposta para compreensão e reflexão para o termo de Representação Virtual Jornalística (RVJ), desenvolvemos uma matriz original que permite a análise de produções voltadas às práticas e missões do jornalismo. Dividida entre aspectos técnicos e comunicacionais, oferecemos um conjunto de categorias que permitem além da análise, compreender as capacidades e as limitações não apenas do meio, mas dos próprios acontecimentos para a produção de conteúdos jornalísticos. A fase de análises é compreendida por um corpus de cinco obras desenvolvidas entre os anos de 2014 e 2019. Entre os resultados localizados, destacamos a necessidade de aproximação com as técnicas da interatividade e da simulação; a compreensão pelos jornalistas sobre atualizações e qualificações tecnológicas operando como ampliadores das responsabilidades da profissão. Por fim, em oposição à visão de um jornalismo imersivo (DE LA PEÑA, 2010) ou experimental (PAVLIK, 2019), defendemos a constituição de um jornalismo de exploração. Palavras chaves: Comunicação; Jornalismo; Realidade Virtual; Representação; Game Design. ABSTRACT This thesis investigates the development capability for journalistic practices and discourse by applying the technology called Virtual Reality (RHEINGOLD, 1991; CADOZ, 1997). Its inspiration and problematic also include the emergence of the concept defined as Immersive Journalism (DE LA PEÑA, 2010), also observed through other perspectives that involve the possibilities of transposition with journalism (BIOCCA, LEVY, 1995; PRYOR, 2002, 2004) and the interactivity of digital technologies (MURRAY, 2003). By understanding that such productions are objects no longer determined by temporality but by spatiality (BIOCCA, LEVY, 1995; MANOVICH, 2001; PRYOR, 2002), we defend the thesis that these productions require interdisciplinary intersections with techniques and perspectives within the domain of game design for their development. To achieve this result, it is necessary to demonstrate that the very concept called virtual reality, mostly emerged from the journalist discourse of the 1990's, operates as an agent of imprecision for the field of studies (LANIER, 2017). Therefore, from the conception of a new method of understanding for the term, defined as Journalistic Virtual Representation (JVR), we have developed an original matrix which allows the analysis of productions directed at the practices and missions of journalism. Divided into technical and communicational aspects, we offer a group of categories that allows for the analysis as well as the comprehension of capabilities and limitations not only of the environment, but also of the events for the production of journalistic content. The analysis phase is composed by a corpus of five experiences developed between the years 2014 and 2019. Amongst the results identified, we emphasize the need of the proximity with interactivity and simulation techniques; the journalists' understanding about updates and technological qualifications operating as amplifiers of the responsibilities of the profession. Finally, contrary to the view of an experimental journalism (PAVLIK, 2019), we defend the constitution of an exploratory journalism. Keywords: Communication; Journalism; Virtual Reality; Representation; Game Design. LISTA DE ILUSTRAÇÕES Figura 1 – Participações do autor em eventos e testes de dispositivos de RV e RA 28 Quadro 1 – Relação de experiências localizadas ..................................................... 34 Figura 2 – Aplicação em Realidade Aumentada na Sala do Cervo .......................... 38 Figura 3 – Rotunda de Leicester Square, Londres ................................................... 40 Figura 4 – Panorama Mesdag, na Holanda .............................................................. 42 Figura 5 – Sistema estereoscópio desenvolvido por Charles Wheatstone ............... 44 Figuras 6 e 7 – Exemplos de estereoscópios portáteis ............................................ 45 Figura 8 – Orginal J.R. Eyerman na Revista Life e em A sociedade do espetáculo . 46 Figuras 9 e 10 – Sensorama e máquina telesférica ................................................. 49 Figura 11 – Instalação da obra Videoplace, 1970 ..................................................... 57 Figura 12 – O sistema Cave ...................................................................................... 58 Figura 13 – Conjunto vestível Data Suit, desenvolvido pela VPL ............................. 59 Figuras 14 – Contínuo de realidade virtual de Milgram ............................................ 64 Quadro 2 – As sete classes de dispositivos de realidade mista ............................... 65 Quadro 3 – Sistemas de RV ..................................................................................... 66 Figura 15 – Mosaico de imagens de experiência pioneira em jornalismo imersivo .. 89 Figura 16 – Instalação virtual da prisão de Guantánamo em Gone Gitmo ............... 96 Figura 17 – Registro da Experiência Hunger in LA .................................................
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