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Bad News: An Experiment in Computationally Assisted Performance

机译:坏消息:计算辅助性能的实验

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Dreams of the prospect of computational narrative suggest a future of deeply interactive and personalized fictional experiences that engage our empathy. But the gulf between our current moment and that future is vast. How do we begin to bridge that divide now, both for learning more specifics of these potentials and to create experiences today that can have some of their impact on audiences? We present Bad News, a combination of theatrical performance practices, computational support, and Wizard-of-Oz interaction techniques. These allow for rich, real-time interaction with a procedurally generated world. We believe our approach could enable other research groups to explore similar territory-and the resulting experience is engaging and affecting in ways that help strengthen the case for our envisioned futures and also makes the case for trying to field such experiences today (e.g., in experimental theater or location-based entertainment contexts). Bad News is a realized game enjoyed by players with varying degrees of performance experience, and won the Innovative Game Design track of the 2016 ACM Conference on Human Factors in Computing Systems (CHI) Student Game Competition.
机译:对计算叙事前景的梦想表明了一种深层互动和个性化的虚构体验的未来,这种体验会引起我们的共鸣。但是,当前时刻与未来之间的鸿沟巨大。我们现在如何开始弥合这种鸿沟,既可以学习这些潜能的更多细节,又可以创造今天的体验,从而对听众产生某些影响?我们介绍了坏消息,它结合了戏剧表演实践,计算支持和“绿野仙踪”互动技术。这些允许与程序生成的世界进行丰富,实时的交互。我们认为,我们的方法可以使其他研究小组探索相似的领域,并且由此产生的经验正在参与并产生影响,从而有助于加强我们设想的未来的案例,同时也为今天尝试将此类经验(例如,实验性)提供了依据。剧院或基于位置的娱乐环境)。 Bad News是一款具有不同程度的游戏体验的玩家喜欢的游戏,它赢得了2016年ACM计算机系统人为因素会议学生游戏竞赛的创新游戏设计奖。

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