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Designing spatial story-telling software

机译:设计空间叙事软件

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What does it mean when we design for accessibility, inclusivity and "dissolving boundaries" -- particularly those boundaries between the design philosophy, the software/interface actuality and the stated goals? This paper is about the principles underlying a research project called 'The Little Grey Cat engine' or greyCat. GreyCat has grown out of our experience in using commercial game engines as production environments for the transmission of culture and experience through the telling of individual stories. The key to this endeavour is the potential of the greyCat software to visualize worlds and the manner in which non-formal stories are intertwined with place. The apparently simple dictum of "show, don't tell" and the use of 3D game engines as a medium disguise an interesting nexus of problematic issues and questions, particularly in the ramifications for cultural dimensions and participatory interaction design. The engine is currently in alpha and the following paper is its background story. In this paper we discuss the problematic, thrown into sharp relief by a particular project, and we continue to unpack concepts and early designs behind the greyCat itself.
机译:当我们针对可访问性,包容性和“解决边界”进行设计时,这意味着什么?尤其是设计理念,软件/界面现状与既定目标之间的那些边界?本文是有关名为“小灰猫引擎”或greyCat的研究项目的基本原理的。 GreyCat的经验源于我们将商业游戏引擎用作生产环境以通过讲故事来传播文化和经验的经验。这项工作的关键是greyCat软件具有将世界可视化的潜力以及将非正规故事与地点交织在一起的方式。 “显示,不说”的简单表述和将3D游戏引擎作为媒介的伪装掩盖了问题和问题的有趣联系,尤其是在文化层面和参与式交互设计方面。该引擎目前处于Alpha状态,以下是其背景故事。在本文中,我们讨论了一个有问题的项目,该项目使该项目大为放松,我们将继续在greyCat本身背后分解概念和早期设计。

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