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Representação de género nos ecrãs digitais computacionais: auto e heteroidentificação na interação com avatares

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Detalhes bibliográficos
Resumo:Gender studies have been a particularly recurring theme since the 19th century. Nevertheless, the investigations around its problems are still part of the contemporaneity. Knowing that gender representation is present in all kinds of media, in this particular case in interaction design, it will be relevant to understand its impact in the moment when users and digital artifacts interact with each other. Thus, it is proposed to investigate around the representation of gender in computational digital screens, because these devices have a strong interactive component, which oscillates between being a transparent or reflective object. We will understand how these artifacts simulate gender performances, as well as how they are able to assimilate other human characteristics. It is intended, firstly, to understand the state of the art of gender representation in the social context, analyzed later in the context of digital artifacts. With the help of two case studies that explore this performance and gender stereotype, we aim to identify problems and subvert them by exploring an alternative response. Knowing that gender identity is part of the formation of a hierarchical community, but also an integral part of the identity formation of the personal and social self, the gender category will not be secluded from the Human-Computer Interaction panorama, but it is suggested to add new layers of representation of the human intellect that are not based on gender stereotypes. The objects of study of this investigation are avatars, virtual assistants and chatbots, that operate in the context of the computational digital screens and which allow the exploration of the gender representation presented to users. As these entities have a strong presence of gender performances and a great possibility of exploring what human representation is in general, it was considered that they constitute the ideal context for the study carried out in this dissertation.
Autores principais:Marranita, Márcia Filipa Pinela
Assunto:Costa, Pedro Carvalho Ferreira da Género Design Interacção homem-computador Avatares Antropomorfismo Encarnação Teorias da personalidade Projecto WOK Projecto Conversations Whith Eliza
Ano:2019
País:Portugal
Tipo de documento:dissertação de mestrado
Tipo de acesso:acesso aberto
Instituição associada:Universidade de Lisboa
Idioma:português
Origem:Repositório da Universidade de Lisboa
Descrição
Resumo:Gender studies have been a particularly recurring theme since the 19th century. Nevertheless, the investigations around its problems are still part of the contemporaneity. Knowing that gender representation is present in all kinds of media, in this particular case in interaction design, it will be relevant to understand its impact in the moment when users and digital artifacts interact with each other. Thus, it is proposed to investigate around the representation of gender in computational digital screens, because these devices have a strong interactive component, which oscillates between being a transparent or reflective object. We will understand how these artifacts simulate gender performances, as well as how they are able to assimilate other human characteristics. It is intended, firstly, to understand the state of the art of gender representation in the social context, analyzed later in the context of digital artifacts. With the help of two case studies that explore this performance and gender stereotype, we aim to identify problems and subvert them by exploring an alternative response. Knowing that gender identity is part of the formation of a hierarchical community, but also an integral part of the identity formation of the personal and social self, the gender category will not be secluded from the Human-Computer Interaction panorama, but it is suggested to add new layers of representation of the human intellect that are not based on gender stereotypes. The objects of study of this investigation are avatars, virtual assistants and chatbots, that operate in the context of the computational digital screens and which allow the exploration of the gender representation presented to users. As these entities have a strong presence of gender performances and a great possibility of exploring what human representation is in general, it was considered that they constitute the ideal context for the study carried out in this dissertation.