This article proposes the analysis of three examples of digital performances (Dixon, 2007), in virtual 3D online environments, following the philosophy of User Experience Design, focusing on the perspectives and productions of Italian artists.Before and since the pandemic, online virtual environments have emerged as critical sites for social and cultural experiences, facilitating conversations, creative projects, collective endeavours, and commercial exchanges. The rise of the Metaverse (Ball, 2021) represents a fundamental shift in today's digital presence. After Eva and Franco Mattes' historical happenings in Second Life, some recent hypermedia performances force a re-evaluation of the nature of performance, with a recontextualisation of the notions of reality, presence, community, and simulation. UX design reshapes and situates the emergence of 'metaverse-native' art in adjacent fields such as online 3D collaboration platforms: actual and perfect virtual stages.

The FIFTH WALL. On DIGITAL PERFORMANCE between USER EXPERIENCE DESIGN and the METAVERSE

Federica Patti
2024-01-01

Abstract

This article proposes the analysis of three examples of digital performances (Dixon, 2007), in virtual 3D online environments, following the philosophy of User Experience Design, focusing on the perspectives and productions of Italian artists.Before and since the pandemic, online virtual environments have emerged as critical sites for social and cultural experiences, facilitating conversations, creative projects, collective endeavours, and commercial exchanges. The rise of the Metaverse (Ball, 2021) represents a fundamental shift in today's digital presence. After Eva and Franco Mattes' historical happenings in Second Life, some recent hypermedia performances force a re-evaluation of the nature of performance, with a recontextualisation of the notions of reality, presence, community, and simulation. UX design reshapes and situates the emergence of 'metaverse-native' art in adjacent fields such as online 3D collaboration platforms: actual and perfect virtual stages.
2024
21
1
18
https://www.bstjournal.com/article/id/11230/
digital performance, metaverse, ux, design, user, HCI
Federica Patti
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2318/1984131
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