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DESIGNING MIXED GRAVITY EXERTION GAMES FOR HUMANS IN SPACE

机译:为空间中的人类设计混合重力运动游戏

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The recent boom of private-space-related activities - from Space-X, Virgin Galactic to the X-Prize challenge and broad public appeal of successful musical transmissions from the NASA MARS rover Curiosity and utilisation of the International Space Station - is contributing to a significant shift in perception and openness to the notion of civilian-designed initiatives for wider human access to space. This paper examines opportunities for new design strategies at the intersection of human movement and the body to create accessible and creative interactions in simulation environments and Earth-based analogue training environments for future engagements in the space. We focus on technology, physical exertion and play harnessed to approach two challenges: a) designing altered-gravity exertion games for Earth-based analogue and simulation environments - preparing the physiological, psychological, psycho-spatial and human-factors interactions or training; and b) de- signing altered-gravity exertion games for Space environments contributing playful-yet-useful interactions supporting wider-human health considerations in these environments. We present projects of the Exertion Games Lab to discuss how the designs consider prior knowledge of humans exposed to the space environment; the historical mapping of activities undertaken by humans in these spaces; and research of parallel activities in extreme space from saturation divers, to miners, acrobats to mountaineers then combined with the playful or gameful techno-engineering and human-computing interactions for current, and predicted interactions on Earth and in extreme future environments. Why is this significant? History shows Space is a highly sophisticated and expensive field of inquiry and the margins for ad-hoc experimentation, pre-ordained moments of improvisation, play and intuitive, imaginative are challenging - unless of course, you are an astronaut or delegate already undertaking approve science or engineering and then such ingenuity is considered genius. Key priority research areas, codes of conduct, security and access to human and material resources, have been directed largely by politics, mission requirements, timelines and budget parameters, filtering down to effect the opportunities for artists, inventors, and designers to partner, collaborate, practice and connect with space professionals and their activities and resources, that is, until recently. This shift in opportunity, focus and possibility is explored to ask how projects like Gravity Well: Underwater Play, and iFall:iFloat:iFeel adopt an interdisciplinary design solution to this burgeoning frontier opportunity. Recommendations are made for future development of civilian-based exertion game interactions in extreme and altered-gravity environments from undersea - to the extremes of space.
机译:私人空间相关活动最近的热潮-从Space-X,维珍银河(Virgin Galactic)到X-Prize挑战,以及来自NASA MARS流浪者成功音乐传输的广泛公众吸引力-好奇心和对国际空间站的利用-促成了人们对民用设计的倡议的观念和开放性有了很大的转变,这些倡议旨在使人类更广泛地进入太空。本文研究了在人体运动与身体交汇处的新设计策略的机会,以在模拟环境和基于地球的模拟训练环境中创建可访问的和创造性的交互作用,以供将来在太空中使用。我们专注于技术,身体运动和游戏,以应对两个挑战:a)为基于地球的模拟和模拟环境设计重力运动游戏-准备生理,心理,心理空间和人为因素的互动或训练; b)为空间环境设计重力运动游戏,在这些环境中提供有趣而又有用的互动,从而支持更广泛的人类健康考量。我们介绍了运动游戏实验室的项目,以讨论设计如何考虑暴露于太空环境中的人类的先验知识。人类在这些空间中进行的活动的历史地图;并研究了从饱和潜水员到矿工,杂技演员到登山者在极端空间中进行的并行活动,然后结合了当前或预期的地球和极端未来环境中的嬉戏或游戏性技术工程和人类计算的相互作用。为什么这很重要?历史表明,太空是一个非常复杂且昂贵的研究领域,即席实验,预先设定的即兴创作,游戏和直觉,想象力等方面的挑战非常艰巨-除非您是已经接受科学的宇航员或代表或工程学,然后将这种独创性视为天才。关键优先研究领域,行为守则,安全性以及对人力和物力的获取,主要是由政治,任务要求,时间表和预算参数来指导的,过滤后会影响艺术家,发明家和设计师进行合作,协作的机会,直到最近才与太空专业人士及其活动和资源进行练习并建立联系。探索机会,重点和可能性的这种转变,以询问诸如Gravity Well:Underwater Play和iFall:iFloat:iFeel之类的项目如何采用跨学科设计解决方案来应对这一新兴的前沿机遇。对于从海底到极端空间的极端和重力变化环境中的民用劳累游戏交互的未来发展,提出了一些建议。

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