Wednesday, May 23, 2007

Articolo interessante su Bambini e Computer

Edith K. Ackermann
MIT, School of Architecture
77, Massachusetts Avenue. 10-491M
Cambridge, MA 02138
+1 617 864 8446

This paper looks into a small collection of animated toys,
or “AniMates”, which I describe in terms of the mental
elbowroom each provides for exploring and enacting issues
of agency, identity, attachment, and control. Toys are
selected for their varying degrees of autonomy and
responsiveness, and for their lasting popularity, or capacity
to captivate commonly held passions. As will become clear
through the examples, animated toys need not be
computational to qualify as AniMates. Many classical toys
exhibit creature-like qualities, such as self-propelled
movement (wind-up toys) or the ability to keep a bearing
(tops and gyros). And many no-tech or low-tech toys exist,
which afford the thrill of controlling things at a distance
(kites, string puppets). My purpose is to highlight some of
the relational qualities that, beyond functionality, endow
AniMates with the power to draw us in, amuse and delight
us and, above all, re-enact some of the hurdles that growing
up entails—an indirect hint to toy-bots/tech-toys designers.

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