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Maps and Legends: Designing FPS-Based Interfaces for Multi-user Composition, Improvisation and Immersive Performance

机译:地图和图例:为多用户组成,即兴创作和沉浸性能设计基于FPS的接口

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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:本文介绍了一种用于实时组成和使用Quake III游戏引擎的修改版本建造的实时组成和沉浸性能的交互式多通道多用户网络系统。通过在虚拟空间内跟踪用户的位置和动作数据,并且通过使用作为UDP报文格式化的OSC消息通过网络流传输到多通道纯数据补丁,虚拟空间中的操作与物理空间中的Sonic输出相关联。设计为用户实际物理空间的抽象组成地图或代表模型的虚拟环境被调查为指导和塑造组成和性能选择的手段。本文分析了建设和实现系统的技术问题以及项目本身固有的组成和感知问题。

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