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arXiv 1406.0532cs.HC
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视频游戏中的多模态与单模态生理控制,以增强真实感和深度

Multimodal vs. Unimodal Physiological Control in Videogames for Enhanced Realism and Depth

Gonçalo Amaral da Silva

摘要:

(arXiv摘要)在过去的二十年里,电子游戏以一种近乎爆炸性的方式从像素化的图形发展到今天近乎真实的3D环境。传统上用于视频游戏的交互设备并没有以同样的强度发展,但最近的HCI研究已经探索了生物反馈交互-将一个人的生理数据作为系统输入的显式操作-作为它们的替代品。传统的生物反馈原型将1个传感器应用于每个游戏机制(单峰)。在这篇论文中,我们介绍了2个生理传感器的组合,同时每个游戏机制(多模态),并提出了一个第一人称射击游戏,包括8个游戏机制与三种交互风格(无生物反馈/香草,单峰和多模态)。一项实证研究与32个经常球员,探索和研究三种互动类型之间的差异,以及他们可以最好地利用。玩家比较了三款游戏的乐趣,易用性,独创性,可玩性和最喜欢的条件。为了完整起见,还使用了其他评估方法:IMI问卷、关键词联想和开放式评论。香草版本被认为更容易使用,但两个生物反馈版本被认为是最有趣的。两个版本都受到了不同的赞扬:单模式版本的使用简单,多模式版本的现实主义,游戏机制的激活安全性和游戏的深度。我们的结论是,多模式生物反馈可以在增加深度方面产生相关影响,这取决于它在游戏中的使用方式。在边界情况下,它可以用来增加玩家在使用某些能力时的授权感,或者通过要求玩家付出更多体力来故意使游戏中的行动更加困难。

英文摘要:

(arXiv abridged abstract) In the last two decades, videogames have evolved in a nearly explosive way from the pixelated graphics to today's near-realistic 3D environments. The interaction devices traditionally used in videogames have not evolved with the same intensity, but recent HCI studies have explored biofeedback interaction - the explicit manipulation of a person's physiological data as input to a system - as an alternative to them. Traditional biofeedback prototypes apply 1 sensor to each game mechanic (unimodality). In this dissertation, we introduce the combination of 2 physiological sensors simultaneously per game mechanic (multimodality) and present a First-Person Shooter game comprised of 8 game mechanics with three interaction flavours (no biofeedback/vanilla, unimodal and multimodal). An empirical study with 32 regular players was employed to explore and study differences between the three interaction types and where they can be best employed. Players compared the three games in terms of Fun, Ease of Use, Originality, Playability and Favourite Condition. For the sake of completeness, other evaluation methods were used as well: IMI Questionnaire, keywords association and open-ended commentaries. The vanilla version was considered easier to use, but both biofeedback versions were considered the most fun. Both versions were praised differently: the unimodal version for its simplicity of use, and the multimodal for its realism, activation safety of game mechanics and depth added to the game. Our conclusion is that multimodal biofeedback can have a relevant impact in terms of added depth, depending on the way it is used inside the game. On a boundary case, it can be used to increase the feeling of empowerment on the player when using certain abilities, or to intentionally make in-game actions more difficult by demanding more physical effort from the player.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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