首页> 外文会议>International Conference on Sequences and Their Applications;SETA 2008 >Maps and Legends: Designing FPS-BasedInterfaces for Multi-user Composition, Improvisation and Immersive Performance
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Maps and Legends: Designing FPS-BasedInterfaces for Multi-user Composition, Improvisation and Immersive Performance

机译:地图和图例:设计基于FPS的接口以实现多用户合成,即兴创作和身临其境的性能

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This paper describes an interactive multi-channel multi-user networked system for real-time composition and immersive performance built using a modified version of the Quake III gaming engine. By tracking users' positional and action data within a virtual space, and by streaming that data over a network using OSC messages formatted as UDP packets to a multi-channel Pure Data patch, actions in virtual space are correlated to sonic output in a physical space. Virtual environments designed as abstract compositional maps or representative models of the users' actual physical space are investigated as means to guide and shape compositional and performance choices. This paper analyzes both the technological concerns for building and realizing the system as well as the compositional and perceptual issues inherent in the project itself.
机译:本文介绍了使用Quake III游戏引擎的改进版本构建的交互式多通道多用户联网系统,用于实时合成和身临其境的性能。通过跟踪用户在虚拟空间中的位置和动作数据,并使用格式为UDP数据包的OSC消息通过网络将该数据流式传输到多通道Pure Data补丁,虚拟空间中的动作与物理空间中的声音输出相关。研究设计为抽象组成图或用户实际物理空间代表模型的虚拟环境,作为指导和塑造组成和性能选择的手段。本文分析了构建和实现系统的技术问题,以及项目本身固有的构成和感知问题。

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