Today, the discipline of drawing and representation is being expanded by highly specialised fields of application, including digital animation, different levels of virtuality (ranging from partially sensory experiences to full immersion), and the design of increasingly interactive digital applications. This evolving cultural and technological landscape calls for a reassessment of the contemporary role of drawing and representation as a discipline that both interprets ongoing transformations and maintains a continuous, mutually enriching relationship with the potential offered by information technology and digital visualisation systems. These technologies influence not only the processes and methods employed but also the underlying systems of thought that govern them. This study focuses on the relationship between users and Virtual Reality (VR), examining the various factors involved in its use, including technological, individual, and social determinants. Its aim is to optimise the interface between users, hardware, and software, with particular attention to virtual therapeutic interventions known as Digital Therapeutics (DTx), which are intended for specific medical conditions and designed to improve dysfunctional behavioural patterns in patients. The design of such medical devices must necessarily take into account the potential psychophysical effects associated with this emerging technology. Although these issues have not yet been sufficiently investigated, understanding them is essential to ensuring the effective use of these systems.
Oggi, la disciplina del disegno e della rappresentazione è amplificata da scenari applicativi altamente specializzati, come le animazioni digitali, i diversi livelli di virtualità (che spaziano da input parzialmente sensoriali fino all’immersività totale), e la progettazione di applicazioni digitali sempre più interattive. Un simile orizzonte culturale sollecita una riflessione sul ruolo attuale della disciplina del disegno — interprete della transizione e in continua osmosi con le potenzialità dell’informatica e dei sistemi di visualizzazione digitale, i quali agiscono non solo sui procedimenti, ma anche sui sistemi di pensiero che li regolano. Questo studio si concentra sulla relazione tra utenti e Realtà Virtuale, analizzando i diversi fattori impliciti nel loro utilizzo, quali determinanti tecnologiche, individuali e sociali. L’obiettivo è ottimizzare l’interfaccia tra utente, hardware e software, con particolare attenzione agli interventi terapeutici virtuali noti come Digital Therapeutics (DTx), indicati per patologie specifiche e progettati per migliorare i comportamenti disfunzionali dei pazienti. La progettazione di tali dispositivi medici, chiaramente, non può prescindere dai possibili problemi psicofisici associati a questa nuova tecnologia, che non sono ancora stati sufficientemente approfonditi, ma risultano fondamentali per un utilizzo efficace di tali sistemi.
Exploring the Acceptance Factors of Virtual Reality in Digital Therapeutics through the Lens of Affordances
G. Buratti;Y. Zhu
2025-01-01
Abstract
Today, the discipline of drawing and representation is being expanded by highly specialised fields of application, including digital animation, different levels of virtuality (ranging from partially sensory experiences to full immersion), and the design of increasingly interactive digital applications. This evolving cultural and technological landscape calls for a reassessment of the contemporary role of drawing and representation as a discipline that both interprets ongoing transformations and maintains a continuous, mutually enriching relationship with the potential offered by information technology and digital visualisation systems. These technologies influence not only the processes and methods employed but also the underlying systems of thought that govern them. This study focuses on the relationship between users and Virtual Reality (VR), examining the various factors involved in its use, including technological, individual, and social determinants. Its aim is to optimise the interface between users, hardware, and software, with particular attention to virtual therapeutic interventions known as Digital Therapeutics (DTx), which are intended for specific medical conditions and designed to improve dysfunctional behavioural patterns in patients. The design of such medical devices must necessarily take into account the potential psychophysical effects associated with this emerging technology. Although these issues have not yet been sufficiently investigated, understanding them is essential to ensuring the effective use of these systems.| File | Dimensione | Formato | |
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