机器:在物理游乐设施上叠加虚拟世界

P. Tennent, Joe Marshall, P. Brundell, Brendan Walker, S. Benford
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引用次数: 5

摘要

将虚拟世界叠加到现有的物理游乐设施上,并改变运动的感觉,可以带来新的刺激体验,但设计如何在物理游乐设施和虚拟世界之间映射运动是一项挑战。在本文中,我们提出了抽象机器的概念,这是一种新的中间设计知识形式,它在隐喻、机制和实现层面上传达运动映射。遵循以表演为主导的野外方法,我们报告了创建和游览VR游乐场的经验教训,这是一个在游乐场秋千上覆盖四个不同抽象机器和虚拟世界的游乐设施。我们将艺术家的基本原理与骑手报告的经验和对他们身体行为的分析进行比较,以揭示每个抽象机器的独特刺激。最后,我们从运动映射设计的启发式、虚拟世界设计的原则和向骑手传达体验等方面讨论了如何制作和使用抽象机器。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Abstract Machines: Overlaying Virtual Worlds on Physical Rides
Overlaying virtual worlds onto existing physical rides and altering the sensations of motion can deliver new experiences of thrill, but designing how motion is mapped between physical ride and virtual world is challenging. In this paper, we present the notion of an abstract machine, a new form of intermediate design knowledge that communicates motion mappings at the level of metaphor, mechanism and implementation. Following a performance-led, in-the-wild approach we report lessons from creating and touring VR Playground, a ride that overlays four distinct abstract machines and virtual worlds on a playground swing. We compare the artist's rationale with riders' reported experiences and analysis of their physical behaviours to reveal the distinct thrills of each abstract machine. Finally, we discuss how to make and use abstract machines in terms of heuristics for designing motion mappings, principles for virtual world design and communicating experiences to riders.
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