首页> 外文会议>Asia Pacific Conference on Computer Human Interaction(APCHI 2004); 20040629-20040702; Rotorua; NZ >Sony EyeToy~(TM): Developing Mental Models for 3-D Interaction in a 2-D Gaming Environment
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Sony EyeToy~(TM): Developing Mental Models for 3-D Interaction in a 2-D Gaming Environment

机译:Sony EyeToy〜(TM):开发2-D游戏环境中3-D交互的思维模型

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摘要

The Sony EyeToy~(TM) is a webcam attachment for the Playstation2 (PS2) gaming console. The EyeToy~(TM) places a user's mirror image on a television screen while it detects their movements in order for them to manipulate objects and characters within a game. Although EyeToy~(TM) is immediately popular due to the novelty of interaction, users often have trouble forming a mental model of how to manipulate their own image in a 2-dimensional (2-D) 3rd person gaming scenario. Multiplayer testing sessions were carried out to explore the impact that a game's theme and a user's age and previous gaming experience would have on how users initially cope with this form of gaming interaction. A lack of tangible feedback and unrealistic game scenarios were the main hindrances to users reconciling the fact that they were in a 3-dimensional (3-D) space but had to behave as 2-D characters.
机译:Sony EyeToy〜(TM)是Playstation2(PS2)游戏机的网络摄像头附件。 EyeToy〜(TM)在检测用户的移动时将其镜像放置在电视屏幕上,以便他们在游戏中操纵对象和角色。尽管由于互动的新颖性,EyeToy〜(TM)立即受到欢迎,但用户通常在形成如何在二维(2-D)第三人称游戏场景中操纵自己的图像的思维模型时遇到麻烦。进行了多人测试会议,以探讨游戏主题,用户年龄和以前的游戏体验会对用户最初如何应对这种形式的游戏互动产生影响。缺乏切实的反馈和不切实际的游戏场景是用户调和他们处于3维(3D)空间但必须表现为2D角色这一事实的主要障碍。

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