From chasing dots to reading minds: the past, present, and future of video game interaction

D. Marshall, Tomas E. Ward, S. McLoone
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引用次数: 11

Abstract

It is the calm before the storm. By the end of 2006, Sony, Microsoft, and Nintendo will have released their new wave of gaming hardware, and the next round in the great video game battle will have begun. Capable of displaying photo-realistic images, and acting as the center of your entertainment lifestyle, these machines promise to change the face of gaming. Console games have moved away from the single-screen experiences of old, to multimillion dollar epics, featuring hours and hours of cinematic action. Truly, it is an exciting time to be a gamer. While visual and audio technology advances toward real-world fidelity, human computer interaction (HCI) — the methods by which users control the simulation — has not received the same degree of attention. But it now seems this aspect of the sense-of-presence problem may undergo a revolution similar to that of its audiovisual counterparts with the next generation of gaming devices. In this article, we discuss the driving forces behind these changes, several devices, and what current research suggests the future may hold for today's gamer.
从追点到读心术:电子游戏互动的过去、现在和未来
这是暴风雨前的宁静。到2006年底,索尼、微软和任天堂将发布他们的新一波游戏硬件,下一轮视频游戏大战将开始。这些机器能够显示逼真的图像,并成为您娱乐生活方式的中心,它们有望改变游戏的面貌。主机游戏已经从老式的单屏幕体验转变为数百万美元的史诗游戏,并以数小时的电影动作为特色。的确,这是一个令人兴奋的游戏玩家时代。当视觉和音频技术向真实世界的保真度发展时,人机交互(HCI)——用户控制模拟的方法——并没有得到同样程度的关注。但现在看来,现场感问题的这一方面可能会经历一场革命,就像它在下一代游戏设备上的视听对应物一样。在这篇文章中,我们将讨论这些变化背后的驱动力,几种设备,以及当前研究显示的未来对当今玩家的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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