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Social Translucence of the Xbox Live Voice Channel

机译:Xbox Live语音频道的社交透明度

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摘要

In this paper we use the concept of 'social translucence' to understand users' initial reaction to, and use of, the voice communication channel provided by Xbox Live. We found that although users expected voice to be an advance over text-based communication, in practice they found voice difficult to use. In particular, users experienced difficulties controlling the voice channel and these difficulties are indicative of usability and sociability problems with the configuration of the voice channel in some Xbox Live games. We argue that game developers will need to address these problems in order to realize the potential of voice in online multiplayer videogames. We believe these problems can be addressed by designing the voice channel so that socially salient information is made available to participants according to interactional affordances and constraints that are sensibly designed and well understood by users.
机译:在本文中,我们使用“社交半透明”的概念来理解用户对Xbox Live提供的语音通信通道的最初反应和使用。我们发现,尽管用户期望语音比基于文本的通信更先进,但实际上他们发现语音难以使用。特别是,用户在控制语音通道时遇到困难,这些困难表明某些Xbox Live游戏中语音通道的配置存在可用性和社交性问题。我们认为游戏开发人员将需要解决这些问题,以实现在线多人视频游戏中语音的潜力。我们认为,可以通过设计语音通道来解决这些问题,以便根据用户合理设计和很好理解的交互能力和约束条件,向参与者提供社交上的重要信息。

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