The target theme for the present issue of the PsychNology Journal
is 'body in cyberspace'. The goal is to avoid simplistic depictions
of cyberspace as a purely symbolic realm and to problematize taken
for granted separations between real and physical, corporeal and
symbolic. Narratives of a disembodied life in cyberspace imbue
the literature without adding any cue to the understanding of
our daily, mundane experience in technologically mediated environments.
Interfaces are developed today that provide stimuli to the perceptual,
motor and physiological human system, so that it is hard to say
where the physical ends and the virtual begins. In other words,
bodily coordinates and functionalities are ready for researchers
to be investigated, putting aside utopias and obsolete presuppositions.
In addition to the papers addressing the target theme, this issue
also contains papers on ergonomics, emotional presence, clinical
treatments with virtual reality.
The opening paper, 'From Cyborgs to Cyberbodies: The Evolution
of the Concept of Techno-Body in Modern Medicine' by Gaggioli,
Vettorello and Riva tries to retrieve the different concepts that
have been invoked to describe the digitally-reframed body thereby
reminding us that bodies are not natural objects, but historical
cultural products. The authors distinguish among three concepts,
namely 'cyborgs', 'cyberbodies' and 'transparent bodies' that
have informed the medical applications of computer technology
so far.
Alzola Romero's paper '/WHOIS? Identity: Collectivity and the
Self in IRC' illustrates an ethnographic study of a virtual community,
*rudos, and the nature of its members' identity. The text has
an incremental progression, each step redefining the conclusion
of the previous one, abandoning individual identities in favour
of collective ones, dominance of one reality over another in favour
of interdependence and exchange. Some common refrains are challenged,
such as the postmodernist claim that the relaxation of some physical
limits through digital technologies allows an unrestricted re-
invention of identity.
Spagnolli and Gamberini address some issues in the current research
on human-computer interaction. They focus especially on interaction
with virtual environments, where the corporeal movement acquires
more relevance than in other mediated environments and needs to
be fully monitored. For this reason, data tend to be necessarily
'cross-medial', as the authors say, not only in the sense that
they include pictures, text and sound, but in the sense that they
distribute across many sources of data on the same phenomenon.
'Display Techniques and methods for cross-medial data analysis'
describes three solutions to collect and display cross-medial
data.
The target theme section of the journal being exhausted, we are
left with the other contributions. 'The EMMA Project: Emotions
as a Determinant of Presence' by Alcañiz, Baños,
Botella and Rey deals with the challenging topic of emotions;
it summarizes a ne borne research project, EMMA, aimed at the
manipulation of the emotional presence experienced in a mediated
environment. The central idea is to endow the interface with controlled
'mode devices' and deploy them to support certain psychological
treatments.
The next couple of contributions belong to the area of ergonomics.
Sikné Lányi's article, 'Optimization of computer
presented information left-handed observer', compares people with
different hand preferences, right-handed versus left-handed. The
hypothesis is that such preference be correlated with a better
performance in processing information presented in the right versus
left portion of a computer screen. The hypothesis is disconfirmed,
suggesting that personalization of the information arrangement
on the screen according to hand preferences may not be worthwhile.
Pretto's paper 'Testing driver's comfort in virtual environments'
shows a possible application of virtual reality to prototype simulation
and testing in automotive industry. An evaluation test is described
where different features of a car's tool are varied that can influence
the drivers' comfort. An immersive virtual setting such as the
one described in this paper makes the evaluation more ecological
by placing the stimulus into realistic surroundings and allows
to test several versions of a prototype with no need to build
them physically.
The final contribution, Roy's 'State of the art of virtual reality
therapy (VRT) in phobic disorders' ,offers another view on virtual
reality, in the shape of a brief review of virtual simulations
in the treatment of phobias. The guiding principles are sketched
and the results reported on the tradeoffs of this clinical strategy
vis-a-vis more traditional ones.
We would be happy to receive feedbacks on the papers published.
The
Editors in Chief