当前位置: X-MOL 学术ACM Trans. Comput. Hum. Interact. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Designing Digital Vertigo Experiences
ACM Transactions on Computer-Human Interaction ( IF 3.7 ) Pub Date : 2020-06-01 , DOI: 10.1145/3387167
Richard Byrne 1 , Joe Marshall 2 , Florian ‘Floyd’ Mueller 1
Affiliation  

Many people enjoy “vertigo” sensations caused by intense playful bodily activities such as spinning in circles, and riding fairground rides. Game scholar Caillois calls such experiences “vertigo play,” elucidating that these enjoyable activities are a result of confusion between sensory channels. In HCI, designers are often cautious to avoid deliberately causing sensory confusion in players, but we believe there is an opportunity to transition and extend Caillois’ thinking to the digital realm, allowing designers to create novel and intriguing digital bodily experiences inspired by traditional vertigo play activities. To this end, we present the Digital Vertigo Experience framework. Derived from four case studies and the development of three different digital vertigo experiences, this framework aims to bring the excitement of traditional vertigo play experiences to the digital world, allowing designers to create more engaging and exciting body-based games, and provides players with more possibilities to enjoy novel and exciting play experiences.

中文翻译:

设计数字眩晕体验

许多人喜欢由激烈的有趣的身体活动引起的“眩晕”感觉,例如转圈和骑马场游乐设施。游戏学者 Caillois 将这种体验称为“眩晕游戏”,阐明这些令人愉快的活动是感觉通道之间混淆的结果。在 HCI 中,设计师通常会谨慎避免故意造成玩家的感官混乱,但我们相信有机会将 Caillois 的思维转变和延伸到数字领域,让设计师能够在传统眩晕游戏的启发下创造新颖而有趣的数字身体体验活动。为此,我们提出了数字眩晕体验框架。源自四个案例研究和三种不同数字眩晕体验的发展,
更新日期:2020-06-01
down
wechat
bug