Realism in Gameplay: Digital Fiction and Embodiment
Autor(a) principal: | |
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Data de Publicação: | 2009 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10437/577 |
Resumo: | In this article we argue that digital simulations promote and explore complex relations between the player and the machines cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies used by participants as they play the game. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars. In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the games scenario. Many of the conventional functions of the human eye are being replaced by techniques where images do not position themselves in the traditional manner that we observe them (Crary, 1998), or in the way we perceive the real world. The digitalization of the real world to a new informational layer over objects, people or environments, needs to be processed and mediated by tools that amplify the natural human senses. |
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7160 |
spelling |
Realism in Gameplay: Digital Fiction and EmbodimentREALIDADE AUMENTADAANIMAÇÃO 3DJOGABILIDADEAUGMENTED REALITY3D ANIMATIONGAMEPLAYIn this article we argue that digital simulations promote and explore complex relations between the player and the machines cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies used by participants as they play the game. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars. In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the games scenario. Many of the conventional functions of the human eye are being replaced by techniques where images do not position themselves in the traditional manner that we observe them (Crary, 1998), or in the way we perceive the real world. The digitalization of the real world to a new informational layer over objects, people or environments, needs to be processed and mediated by tools that amplify the natural human senses.ACM - Association for Computing Machinery2009-07-30T15:37:42Z2009-01-01T00:00:00Z2009info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10437/577por978-1-60558-315-0Luz, Filipe CostaDamásio, Manuel JoséGouveia, Patríciainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-03-09T14:03:15Zoai:recil.ensinolusofona.pt:10437/577Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:11:27.769226Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Realism in Gameplay: Digital Fiction and Embodiment |
title |
Realism in Gameplay: Digital Fiction and Embodiment |
spellingShingle |
Realism in Gameplay: Digital Fiction and Embodiment Luz, Filipe Costa REALIDADE AUMENTADA ANIMAÇÃO 3D JOGABILIDADE AUGMENTED REALITY 3D ANIMATION GAMEPLAY |
title_short |
Realism in Gameplay: Digital Fiction and Embodiment |
title_full |
Realism in Gameplay: Digital Fiction and Embodiment |
title_fullStr |
Realism in Gameplay: Digital Fiction and Embodiment |
title_full_unstemmed |
Realism in Gameplay: Digital Fiction and Embodiment |
title_sort |
Realism in Gameplay: Digital Fiction and Embodiment |
author |
Luz, Filipe Costa |
author_facet |
Luz, Filipe Costa Damásio, Manuel José Gouveia, Patrícia |
author_role |
author |
author2 |
Damásio, Manuel José Gouveia, Patrícia |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Luz, Filipe Costa Damásio, Manuel José Gouveia, Patrícia |
dc.subject.por.fl_str_mv |
REALIDADE AUMENTADA ANIMAÇÃO 3D JOGABILIDADE AUGMENTED REALITY 3D ANIMATION GAMEPLAY |
topic |
REALIDADE AUMENTADA ANIMAÇÃO 3D JOGABILIDADE AUGMENTED REALITY 3D ANIMATION GAMEPLAY |
description |
In this article we argue that digital simulations promote and explore complex relations between the player and the machines cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies used by participants as they play the game. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars. In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the games scenario. Many of the conventional functions of the human eye are being replaced by techniques where images do not position themselves in the traditional manner that we observe them (Crary, 1998), or in the way we perceive the real world. The digitalization of the real world to a new informational layer over objects, people or environments, needs to be processed and mediated by tools that amplify the natural human senses. |
publishDate |
2009 |
dc.date.none.fl_str_mv |
2009-07-30T15:37:42Z 2009-01-01T00:00:00Z 2009 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10437/577 |
url |
http://hdl.handle.net/10437/577 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
978-1-60558-315-0 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
ACM - Association for Computing Machinery |
publisher.none.fl_str_mv |
ACM - Association for Computing Machinery |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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