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Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR Gaming

机译:虚拟现实中的诠释关系:虚拟现实游戏中的浸入,体现,存在和人机交互

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The emergence of Virtual Reality (VR) as a viable consumer medium for gaming offers an opportunity to reconceptualise understandings of immersion, embodiment and presence in gaming. However, many of the discourses and attempts to conceptualise experience in VR games conflate these terms rather than understanding each as a state of engagement with a VR environment or game. This results in a lack of understanding of the importance of design and intentionality in the VR game with regards to immersion, embodiment and presence. Using a post-phenomenological approach, this paper differentiates immersion, embodiment and presence as three kinds of relation utilising the Ⅰ - technology — world schema. This approach allows for an understanding of these states of engagement as layered and hierarchical rather than instantly emergent on the part of the technology. The hermeneutic relation between the user and VR game [Ⅰ → (technology - world)] that indicates presence can be understood as a feeling of place or placehood in VR and is intentionally the state aimed for as optional in VR games. The importance of technological intentionality as a co-constructor of embodiment and presence is exemplified through an analysis of user reviews of VR games either built-for VR or ported to VR. Built-for VR games create the possibility of a sense of place for the games by incorporating the possibility of embodiment and presence into the design of control and movement while ported VR games fail to immerse because of a lack of technological intentionality towards these goals.
机译:虚拟现实(VR)作为一种可行的游戏消费媒体的出现提供了重新构想对游戏沉浸感,体现和存在的理解的机会。但是,许多将VR游戏中的体验概念化的论述和尝试将这些术语混为一谈,而不是将每个术语都理解为与VR环境或游戏互动的一种状态。这导致缺乏关于沉浸感,体现力和存在感的VR游戏中设计和意图重要性的理解。本文采用后现象学的方法,利用Ⅰ-技术-世界图式将浸入,体现和存在作为三种关系加以区分。这种方法允许将这些参与状态理解为分层和分层的,而不是在技术方面立即出现的。用户和VR游戏之间的诠释关系[Ⅰ→(技术-世界)]可以将存在理解为VR中的地方感或占位感,并且有意成为VR游戏中的可选状态。通过对内置VR或移植到VR的VR游戏的用户评论进行分析,可以证明技术意图作为实施和状态的共同构建者的重要性。内置的VR游戏通过将体现和存在的可能性纳入控制和运动的设计中,从而为游戏创造了一种地方感的可能性,而由于缺乏实现这些目标的技术意图,移植的VR游戏无法沉浸其中。

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