The lens of ludic engagement: evaluating participation in interactive art installations

The lens of ludic engagement: evaluating participation in interactive art installations
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游戏参与的视角:评估互动艺术装置的参与度

DOI:
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发表时间:
2007
期刊:
ACM Multimedia
影响因子:
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通讯作者:
M. Brereton
M. Brereton
中科院分区:
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文献类型:
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作者:
A. Morrison;Peta Mitchell;M. Brereton

文献摘要

被引文献

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设计师和艺术家已经整合了交互式、有形和无处不在的计算技术的最新进展,在工作、娱乐、文化和休闲领域创造了新形式的交互式环境。许多技术系统的设计开始时都考虑到工作场所,并将功能、易用性和效率列为优先事项。[1]这些优先事项并不适合为交互式艺术环境设计的作品,其中的目标是多方面的,并且对实用性和功能性的关注是为参与者提供一种有趣的,模糊的甚至是实验性的体验。要评估这些作品,需要将艺术批评技术与最近的人机交互(HCI)方法相结合,并了解这些环境中参与的不同性质。本文开始了一个过程,映射一组放大互动艺术装置参与的优先事项。我首先定义的概念,ludic参与和它的有用性作为一个透镜的设计和评估在这些设置。然后,我详细介绍了我在两个互动艺术品展览中进行的两次实地考察评估,并讨论了他们的结果和这项研究的未来方向。
Designers and artists have integrated recent advances in interactive, tangible and ubiquitous computing technologies to create new forms of interactive environments in the domains of work, recreation, culture and leisure. Many designs of technology systems begin with the workplace in mind, and with function, ease of use, and efficiency high on the list of priorities. [1] These priorities do not fit well with works designed for an interactive art environment, where the aims are many, and where the focus on utility and functionality is to support a playful, ambiguous or even experimental experience for the participants. To evaluate such works requires an integration of art-criticism techniques with more recent Human Computer Interaction (HCI) methods, and an understanding of the different nature of engagement in these environments. This paper begins a process of mapping a set of priorities for amplifying engagement in interactive art installations. I first define the concept of ludic engagement and its usefulness as a lens for both design and evaluation in these settings. I then detail two fieldwork evaluations I conducted within two exhibitions of interactive artworks, and discuss their outcomes and the future directions of this research.