[Demo abstract] using Haskell as DSL for controlling immersive media experiences: Ludic support and deep immersion in nordic technology-supported LARP

Mikael Vejdemo-Johansson, Henrik Bäärnhielm, D. Sundström
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引用次数: 0

Abstract

For the technology supported Nordic LARP The Monitor Celestra in March 2013, we built a sound system to support deep immersion into the game world using a Haskell-embedded Domain Specific Language to specify soundscapes. The soundscapes helped simulating an operating spaceship using a WW2-era destroyer as the stage. The system consisted of 14 loudspeaker stations built on Raspberry Pi, a central game server and local clients running on laptops or desktop computers owned by game directors and game masters. In the demo, we describe the design choices and requirements we faced while building the system, how Haskell and Hackage libraries guided and supported the project, describe and show how game designers and game directors used Haskell to influence and steer the game as well as showcase a smaller installation of the complete system.
[演示摘要]使用Haskell作为DSL来控制沉浸式媒体体验:Ludic支持和北欧技术支持的LARP的深度沉浸
对于2013年3月支持的Nordic LARP the Monitor Celestra技术,我们构建了一个声音系统,使用haskell嵌入式领域特定语言来指定声音场景,以支持深度沉浸在游戏世界中。声景帮助模拟了一艘使用二战时期的驱逐舰作为舞台的操作飞船。该系统包括14个扩音器站,安装在树莓派上,一个中央游戏服务器,以及运行在游戏总监和游戏大师拥有的笔记本电脑或台式电脑上的本地客户端。在演示中,我们描述了我们在构建系统时所面临的设计选择和需求,Haskell和Hackage库如何指导和支持该项目,描述并展示了游戏设计师和游戏总监如何使用Haskell来影响和引导游戏,并展示了完整系统的较小安装。
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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