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4.1 The concept of interactivity and interactive communication
CHAPTER 4 – INTERACTIVITY IN VR, VIDEO GAME AND ARCHITECTURE
4.1 The concept of interactivity and interactive communication
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The definition of interaction depends on the study domains. The word is employed variously in the two
primary fields of social science and computer science. The essence is, nevertheless, the same. The term
interactivity according to Oxford Dictionary means:
“to allow information to be passed continuously and in both directions between a computer or
other device and the person who uses it”.
Interactivity is a two-way flow and an exchange of information between a device and its user or
between two users. Both parts have the ability to act and react. ‘Exchange’, ‘interplay’, ‘mutual influence" are all synonyms for interactivity. Collins’s dictionary outlines three types of interaction.
1) When individuals engage with one another while working or spending time together, they
communicate.
2) when individuals interact with machines, by exchanging information of giving and receiving
instructions,
3) when one thing interacts with another, they affect each other's behavior or state.8
With the development of computer science and digital communication technologies in the late 1980s,
communication and information transfer became much more interactive. During this time, several
articles on communication described interactivity as mediated communication based on engagement
and involvement, which was still a standard concept tied to social science at the time. Interactivity is a
part of the communication process for them. Human-computer interaction (HCI) is a technical feature
defined by computer science, which is mainly focused on improving the dialog between man and
machine (McMillan, 2002). While conventional media facilitate "interaction" primarily in a social sense
emerging computer-based communication facilitates interactivity in terms of machine communication.
In this view, "interaction" refers to face-to-face communication and an exchange of meaning, whereas
"interactivity" refers to mediated communication via technical devices (mouse, joystick, keyboard, etc.)
and consists of actual "actions" toward the system. While the term "interactivity" is not commonly used
in social science, both terms appear to be synonymous in informatics and media studies.
8 https://www.collinsdictionary.com/
When personal computers became popular in the 1980s, the terms interaction and interactivity became
popularized. As a result, interactivity and interaction became integral to digital communication.
According to many scholars (McMillan,2002, Rafaeli and Ariel, 2007), three forms of interaction may be
distinguished:
- User-to-user interaction occurs when two or more individuals communicate using a
technological system (ex. email, chat, video conference, online games with multiple users etc.).
Interactivity refers to how people interact with one another.
- User-system interaction occurs when a person interacts with a media system that responds to
the user's input (for example, playing single-player games or painting on a computer). In this
instance, exchange is not good communication since the user is dealing with a technical system
rather than a human. As a result, the engagement is computer-assisted.
- When people interact with documents and customize their contents, it's called user-
content/document-based.
Figure 88Figure 1 Three types of Interactivities 1. User- user ;2. User- computer, 3. User –content based (by author, based on (McMillan,2002, Rafaeli and Ariel, 2007))
Although interactivity is defined as two-way communication between user and source (other use, data or
computer), in fact it is much broader, and it can be extended to a multidirectional communication
between a large number of users and sources (ex. Multiplayer games). In fact, user and system can be
multiple, and interactivity can occur in various dimensions.
Based on the theoretical background so far, the degree of interactivity depends on three elements:
Systems features, User perception and experience (McMillan & Hwang, 2002), Communication
processes (Rafaeli, Ariel, 2007).
1. System features include a variety of modification options, hyperlinks, audio-visual content,
feedback and contact options, and avatars that talk to users. Interactivity, in this sense, is a
technological aspect of mediates environments that allow for reciprocal communication or
information exchange, as well as interaction between communication technology and users or
between users via technology.
2. User perception and experience. Users realize the level of interactivity when they take actions
toward the system (e.g., typing text, selecting links, manipulating space). As a result, interactivity
is measured based on the degree to which users may alter the virtual environment in real time.
This element is crucial to this study since it is directly tied to the ludological characteristics of
video games.
3. Communication processes. Communication processes become interactive when users recognize
the system's interactive potential and make proper use of it. Rather than being thought of as a
media property, interactivity is viewed as a quality of the communication process and the way
information is communicated.
Quiring and Schweiger (2008) discussing on interactivity, explored in depth the function of systems, user
perception, and communication processes in facilitating interactivity by evaluating the complex co-action
between the system and the user:
1. Systems features depend on the level of control and transfer in the actions of the system.
The control dimension is linked to the selection and modification options, to the speed of the
system, synchronicity, and to time flexibility to integrate system response to the user. With the
advancement of real-time processing, a more interactive system was created. Furthermore, the
amount of interaction is determined by the transfer dimension of the user's and system's
activities in relation to sensory complexity (aural, tactilely, olfactory, gustatory, visual).
2. User perception.Users' assessments of interactive processes are partly subjective, but they are
also influenced by the same criteria mentioned above, namely the level of control and transfer
in the user's actions, which means that the more interactive the system is seen to be, the more
control the user obtains. Perception-related criteria are based on an examination of how these
aspects impact how customers perceive or experience the degree of interaction, because of
prior experiences and expectations.
3. Communication processes. Communication processes focus on the process of massage
transition or in the way users transmit information and are centered on responsiveness and
interchange. (McMillan 2002; Rafaeli, 1988). To facilitate information exchange and to make
the system more interactive, processes should be optimized in relation to usability and easy
handling. (For instance, the encoding and decoding messages between the user and the system
could be more intuitive.)
Indeed, Rafaeli & Ariel (2007) sum up some of the parameters that influence interactivity such as real
time processing, speed, control, multiple choices, hyper textuality, participation, variety directionality,
connectedness, experience, and responsiveness.
Figure 89Factors affecting interactivity (by the author based on various authors consideration (McMillan,2002, Rafaeli and Ariel,
2007),
Rafaeli (1988) proposed an interactivity model in which are identified three forms of responses:
1. non-interactive responses: one-directional messages between a sender and a receiver.
2. reactive responses: two-directional messages between the sender and receiver who react to
previous messages. In this case, communication is focused on specifically requested information.
3. interactive responses: continuous two-way messages between a sender and receiver. Messages
respond to a wide range of exchanging information and stimulate further the flow of
communication. In this case, there is a highly responsive exchange.
New VR technologies permitted a different revolutionary interactive communication and consuming
experience in the previous few decades, to the point that interactive media services are attempting to
mimic face-to-face engagement creating a sense of presence and immersion. The experience of presence
refers to the perception of virtual items as real ones. This sensation is founded on the illusion of being in
a real environment. Immersion, on the other hand, is the condition of being completely immersed in the
virtual world and completely disconnected from the real world. Both are highly dependent on the
level of interactivity.
With today's rapid technological evolution, it's hard to fully describe the potential of these three
indicators on the degree of interaction (for example, all technological systems can now react in real
time). As a result, interactivity relies on new technological features, users, and creative communication
procedures.