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Environmental Affordances as a Way to Help in the Design of Videogame Worlds

机译:环保能力是一种帮助视频名世界设计的一种方式

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Videogame worlds can be read like built environments, so the approaches used to plan real environments may help the design of virtual worlds. In this way, this paper presents a pilot study that the main objective is to investigate affordances of the environment that can influence people's path selection, namely the corridor width. The main hypothesis is that the corridor width will influence people's preference regarding the path they choose in order to escape from a building (in an emergency situation). Stereoscopic images projected in a screen were presented using a constant stimulus method combined with a two-forced choice method to collect user's responses. Findings suggests that there is a tendency to bear right when users are in an "T" intersection where the right and left corridors are equal, and they tend to turn to the larger corridor regardless its direction.
机译:视频游戏世界可以像建筑环境一样阅读,因此用于规划真实环境的方法可能有助于虚拟世界的设计。通过这种方式,本文提出了一个试点研究,主要目的是调查能够影响人们路径选择的环境的可取性,即走廊宽度。主要假设是走廊宽度会影响人们对他们选择的路径的偏好,以便从建筑物中逃脱(在紧急情况下)。使用恒定的刺激方法将投影在屏幕中的立体图像与双强制选择方法结合收集用户的响应。调查结果表明,当用户处于右侧和左走廊等于的“T”交叉路口时,倾向于承受,并且由于其方向,它们倾向于转向较大的走廊。

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