Human interaction is a diversified form of communication that uses media technologies, social frameworks, abstracts, and other non-human environments. According to Dourish (2004), the world is experiencing a shift from the traditional interaction models to advanced technologies that extend the human imaginations and creativity beyond the boundaries of their anatomy.
In fact, the social dimensions of communications are being derived from innovative technologies that are providing companionship while solving some of the entrenched human problems. Some of these technologies are robotics, holograms, hololens, and augmented reality devices (Hempel 2015). The research focuses on the influence of the new interfaces and the changing forms of interactions in changing human engagements and communication.
According to Bertelsen (2011), the social aspects of media influence the sustainability of communication. Additionally, the concepts of embodied and extended minds portray the vast dimensions of the human capacity to improve and establish innovative platforms of communication. Virtual reality is one of the expanding fields that focus on actualising the human thoughts and imaginations. The traditional communication platforms did not provide users with the necessary social attributes. In fact, Dourish (2004) observed that the interaction principles evolved in four stages.
The first devices used electrical signals, which evolved into symbolic patches. The symbolic interactions changed to textual formats and revolutionised the transfer of messages from one agent to another. The advancement of augmented and virtual reality has led to the introduction of 3D interfaces that enhance the social attributes necessary for any interaction. The 3D interfaces represent the improvements done on the 2D graphical representations that define most of the modern communication devices.
The virtual reality technologies create 3D impressions that allow users to immerse into space. In fact, the technologies, which comprise headsets and visual aids, create perfect 3D impressions that allow users to transverse the artificial settings of video games and movies. Additionally, holograms have been advanced to create virtual representations of objects in three dimensions. In fact, an advanced version has led to the creation of an augmented reality that allows users to interact with digital contents that are overlaid onto the surroundings (Poole 2014). The concept has revolutionised the process and experiences of working with digital devices.
According to Bergbreiter (2014), robots are some of the most advanced interaction devices. In fact, the researcher considered the robots some of the best and closest human associates because of their ability to apply artificial intelligence, which enhances their emotional capacities. In fact, robots are taking integral roles in human lives. Some of the sectors using robotics are the military, research and development institutions, NASA, and healthcare institutions. The robots are programmed with self-learning attributes that make it possible to reason, assess situations and make decisions.
Additionally, the interfaces have been developed to enhance the socio-cognitive skills of children. According to Brunner and Fritsch (2011), the changes in the socio-cultural dimensions are evoking the need for advanced interactive interfaces. The professionals in the media and communications sector are investing in advanced technologies that change how humans relate and engage with devices. Additionally, the technologies are striving to bring out reality in any interactive process.
In conclusion, there is a growing need to enhance the aspect of reality in the human-technology interactions. The media and communication technologies have been evolving gradually according to the socio-cultural changes. Researchers have found a significant correlation between sociological attributes and sustainable communication in humans. The attributes are being enhanced by creating virtual and augmented realities, as well as developing robots with self-learning capabilities.
References
Bergbreiter, S 2014, Why I make robots the size of a grain of rice. Web.
Bertelsen, L 2011, ‘Affect and Care in Intimate Transactions’, Fibre Culture Journal, vol. 149, no. 21, pp. 31-71.
Brunner, C & Fritsch, J 2011, ‘Interactive Environments as Fields of Transduction’, Fibre Culture Journal, vol. 124, no. 18, pp, 118-145.
Dourish, P 2004, Where the action is: the foundations of embodied interaction, MIT press, Cambridge.
Hempel, J 2015, Project HoloLens: Our Exclusive Hands-On With Microsoft’s Holographic Goggles. Web.
Poole, S 2014, What does the Oculus Rift backlash tell us? Facebook just isn’t cool. Web.