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Feel the presence: technologies of touch and distance

机译:感觉到存在:触摸和距离技术

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Haptic devices for computers and video-game consoles aim to reproduce touch and to engage the user with 'force feedback'. Although physical touch is often associated with proximity and intimacy, technologies of touch can reproduce such sensations over a distance, allowing intricate and detailed operations to be conducted through a network such as the Internet. The 'virtual handshake' between Boston and London in 2002 is given as an example. This paper is therefore a critical investigation into some technologies of touch, leading to observations about the sociospatial framework in which this technological touching takes place. Haptic devices have now become routinely included with videogame consoles, and have started to be used in computer-aided design and manufacture, medical simulation, and even the cybersex industry. The implications of these new technologies are enormous, as they remould the human - computer interface from being primarily audiovisual to being more truly multisensory, and thereby enhance the sense of 'presence' or immersion. But the main thrust of this paper is the development of ideas of presence over a large distance, and how this is enhanced by the sense of touch. By using the results of empirical research, including interviews with key figures in haptics research and engineering and personal experience of some of the haptic technologies available, I build up a picture of how 'presence', 'copresence', and 'immersion', themselves paradoxically intangible properties, are guiding the design, marketing, and application of haptic devices, and the engendering and engineering of a set of feelings of interacting with virtual objects, across a range of distances.
机译:用于计算机和视频游戏机的触觉设备旨在重现触摸并通过“力反馈”吸引用户。尽管物理触摸通常与接近和亲密感相关联,但是触摸技术可以在一定距离上重现这种感觉,从而允许通过诸如互联网之类的网络进行复杂而详细的操作。以2002年波士顿和伦敦之间的“虚拟握手”为例。因此,本文是对某些触摸技术的批判性研究,导致人们对发生这种技术触摸的社会空间框架进行了观察。触觉设备现在已成为视频游戏机的常规组件,并已开始用于计算机辅助设计和制造,医学模拟,甚至是网络性行业。这些新技术的意义是巨大的,因为它们将人机界面从最初的视听改造为更加真实的多感官,从而增强了“在场”或沉浸感。但是,本文的主要重点是长距离存在概念的发展,以及如何通过触觉增强这种感觉。通过使用实证研究的结果,包括对触觉研究和工程学中的关键人物的访谈以及对某些可用触觉技术的个人经验,我对“在场”,“临场感”和“沉浸”本身的印象进行了建模。自相矛盾的无形属性正在指导触觉设备的设计,营销和应用,以及在一定距离范围内产生和设计与虚拟对象交互的一组感觉。

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