通过数字触控增强家庭娱乐。

IF 2.4 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL
I-Perception Pub Date : 2024-10-17 eCollection Date: 2024-09-01 DOI:10.1177/20416695241281474
Charles Spence, Yang Gao
{"title":"通过数字触控增强家庭娱乐。","authors":"Charles Spence, Yang Gao","doi":"10.1177/20416695241281474","DOIUrl":null,"url":null,"abstract":"<p><p>In this narrative review, we take a critical look at the various attempts that have been made to augment home (or personal) entertainment experiences via the addition of some form of digitally controlled tactile stimulation. There has been an explosive growth in the market for home entertainment in recent years, and a majority of smartphones and other wearable electronic devices are now touch-enabled. As such, it is important to consider the challenges and potential opportunities for enhanced multisensory entertainment that may result from the introduction of tactile/haptic stimulation in the context of audiovisual digital storytelling and/or gaming. The key technological, financial (and legal), cognitive, and creative/artistic, challenges associated with the tactile augmentation of home entertainment experiences are outlined. Tactile augmentation, in the sphere of both public and personal entertainment, is more likely to succeed when it goes beyond the merely pleonastic vibrotactile reproduction of those interactions/events than can already be seen and/or heard on screen. At the same time, however, it remains uncertain under what conditions immersion in an entertainment experience will be enhanced by the addition of some form of primitive digital tactile stimulation. Ultimately, until a clear usage case can be made for the benefits of introducing a tactile element to home entertainment, it is unlikely to gain traction and switch from being merely a gimmick to more of a valuable element of multisensory storytelling.</p>","PeriodicalId":47194,"journal":{"name":"I-Perception","volume":"15 5","pages":"20416695241281474"},"PeriodicalIF":2.4000,"publicationDate":"2024-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11490966/pdf/","citationCount":"0","resultStr":"{\"title\":\"Augmenting home entertainment with digitally delivered touch.\",\"authors\":\"Charles Spence, Yang Gao\",\"doi\":\"10.1177/20416695241281474\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>In this narrative review, we take a critical look at the various attempts that have been made to augment home (or personal) entertainment experiences via the addition of some form of digitally controlled tactile stimulation. There has been an explosive growth in the market for home entertainment in recent years, and a majority of smartphones and other wearable electronic devices are now touch-enabled. As such, it is important to consider the challenges and potential opportunities for enhanced multisensory entertainment that may result from the introduction of tactile/haptic stimulation in the context of audiovisual digital storytelling and/or gaming. The key technological, financial (and legal), cognitive, and creative/artistic, challenges associated with the tactile augmentation of home entertainment experiences are outlined. Tactile augmentation, in the sphere of both public and personal entertainment, is more likely to succeed when it goes beyond the merely pleonastic vibrotactile reproduction of those interactions/events than can already be seen and/or heard on screen. At the same time, however, it remains uncertain under what conditions immersion in an entertainment experience will be enhanced by the addition of some form of primitive digital tactile stimulation. Ultimately, until a clear usage case can be made for the benefits of introducing a tactile element to home entertainment, it is unlikely to gain traction and switch from being merely a gimmick to more of a valuable element of multisensory storytelling.</p>\",\"PeriodicalId\":47194,\"journal\":{\"name\":\"I-Perception\",\"volume\":\"15 5\",\"pages\":\"20416695241281474\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2024-10-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11490966/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"I-Perception\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.1177/20416695241281474\",\"RegionNum\":4,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2024/9/1 0:00:00\",\"PubModel\":\"eCollection\",\"JCR\":\"Q2\",\"JCRName\":\"PSYCHOLOGY, EXPERIMENTAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"I-Perception","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1177/20416695241281474","RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2024/9/1 0:00:00","PubModel":"eCollection","JCR":"Q2","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0

摘要

在这篇叙述性评论中,我们将对通过增加某种形式的数字控制触觉刺激来增强家庭(或个人)娱乐体验的各种尝试进行批判性审视。近年来,家庭娱乐市场呈现爆炸式增长,大多数智能手机和其他可穿戴电子设备现在都具有触摸功能。因此,必须考虑在视听数字故事和/或游戏中引入触觉/触觉刺激可能带来的挑战和增强多感官娱乐的潜在机遇。本文概述了与触觉增强家庭娱乐体验相关的主要技术、财务(和法律)、认知和创意/艺术挑战。在公共和个人娱乐领域,触觉增强技术要想取得成功,就必须超越单纯的振动触觉再现那些在屏幕上已经可以看到和/或听到的互动/事件。然而,与此同时,在什么情况下,加入某种形式的原始数字触觉刺激会增强娱乐体验的沉浸感,这一点仍不确定。归根结底,在为家庭娱乐引入触觉元素的益处提出明确的使用案例之前,触觉元素不太可能获得青睐,也不可能从单纯的噱头转变为多感官故事的宝贵元素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Augmenting home entertainment with digitally delivered touch.

In this narrative review, we take a critical look at the various attempts that have been made to augment home (or personal) entertainment experiences via the addition of some form of digitally controlled tactile stimulation. There has been an explosive growth in the market for home entertainment in recent years, and a majority of smartphones and other wearable electronic devices are now touch-enabled. As such, it is important to consider the challenges and potential opportunities for enhanced multisensory entertainment that may result from the introduction of tactile/haptic stimulation in the context of audiovisual digital storytelling and/or gaming. The key technological, financial (and legal), cognitive, and creative/artistic, challenges associated with the tactile augmentation of home entertainment experiences are outlined. Tactile augmentation, in the sphere of both public and personal entertainment, is more likely to succeed when it goes beyond the merely pleonastic vibrotactile reproduction of those interactions/events than can already be seen and/or heard on screen. At the same time, however, it remains uncertain under what conditions immersion in an entertainment experience will be enhanced by the addition of some form of primitive digital tactile stimulation. Ultimately, until a clear usage case can be made for the benefits of introducing a tactile element to home entertainment, it is unlikely to gain traction and switch from being merely a gimmick to more of a valuable element of multisensory storytelling.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
I-Perception
I-Perception PSYCHOLOGY, EXPERIMENTAL-
CiteScore
4.30
自引率
5.30%
发文量
39
审稿时长
12 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信