The dissemination and development of digital technology over the years allowed people to integrate products and computer systems to everyday life. These technologies, in turn, enables communication and human interaction and can be employed for many purposes, such as education, entertainment and entrepreneurial. In this scenario, the interface occupies a prominent place, allowing the user to be related with the system itself and interact with others in cyberspace. In such situations, there is an expansion of the user’s consciousness that manifests expectations, desires, likes and interests through avatars. Although presented as a sign, the user takes the physical body as a reference with which he/she coordinate his/her actions in the virtual environment. In this sense, this paper aims to discuss the representation of the body in Virtual Reality (VR) systems considering the relationship between information, communication, culture and technology by the theorical and conceptual framework of Ergonomics and Human Factors Psychology, Informational Design, Cultural Psychology and Semiotics.
CITATION STYLE
de França, A. C. P., & Soares, M. M. (2016). Metaphors and embodiment in virtual reality systems. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9748, pp. 278–286). Springer Verlag. https://doi.org/10.1007/978-3-319-40406-6_26
Mendeley helps you to discover research relevant for your work.