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首页> 外文期刊>Multimedia Tools and Applications >Fighting the game. Command systems and player-avatar interaction in fighting games in a social cognitive neuroscience framework
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Fighting the game. Command systems and player-avatar interaction in fighting games in a social cognitive neuroscience framework

机译:战斗游戏。社会认知神经科学框架下格斗游戏中的命令系统和玩家与角色的互动

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Videogames often require players to control an avatar in order to act on the virtual world. In many cases, such as in fighting games, the avatar's body often shares biological features with the player's body, such as a human-like figure and a highly detailed and realistic movement. Many studies in social cognitive neuroscience focus on how humans understand biological actions, and in particular other humans' actions. Models and theories that put in tight relation perception, imagination and execution of actions have recently impacted the field of human cognition and provided a considerable paradigm shift. However, the impact of these theories has been largely focused on modern mimetic interfaces, such as virtual reality, but only slightly affect traditional interfaces even if they still comprise the large majority of the human-computer interaction. Fighting games mostly use non-mimetic interfaces, such as traditional gaming pads, so that the player needs to act with a very restricted range of movements, limited to fingers, hand, wrists and arms muscles. While the player's movements don't match the avatar movements, the in-game meanings of the button presses, i.e., command system, may facilitate or interfere with the ability to understand, plan and perform motor patterns on the input device. Here I provide a framework to better understand human-fighting game interaction, but relevant for all interactions with avatars, as well as experimental evidence of this approach validity by using the most successful fighting games: Tekken, Street Fighter, Mortal Kombat and Soulcalibur.
机译:电子游戏通常需要玩家控制化身才能在虚拟世界上行动。在许多情况下,例如在格斗游戏中,化身的身体经常与玩家的身体共享生物特征,例如类似人的身材以及高度详细和逼真的动作。社会认知神经科学的许多研究都集中于人类如何理解生物行为,尤其是其他人类的行为。紧密关系感知,想象力和动作执行的模型和理论最近影响了人类认知领域,并提供了可观的范式转换。但是,这些理论的影响主要集中在现代模拟界面(例如虚拟现实)上,即使对传统界面的影响仍然很大,即使它们仍然构成了人机交互的绝大部分,但影响也很小。格斗游戏大多使用非模拟界面,例如传统的游戏手柄,因此玩家需要以非常有限的动作范围进行动作,仅限于手指,手,腕和手臂的肌肉。尽管玩家的动作与虚拟人物的动作不匹配,但是按钮按下的游戏内含义(即命令系统)可能会促进或干扰在输入设备上理解,计划和执行运动模式的能力。在这里,我提供了一个框架,可以更好地理解人类游戏的交互性,但与所有与化身的交互性都有关系,并提供了使用最成功的格斗游戏(《铁拳》,《街头霸王》,《真人快打》和《魂剑》)来验证这种方法有效性的实验证据。

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