Costumes and Wearables as Game Controllers

Costumes and Wearables as Game Controllers
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作为游戏控制器的服装和可穿戴设备

DOI:
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发表时间:
2015
期刊:
International Conference on Tangible, Embedded, and Embodied Interaction
影响因子:
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通讯作者:
Luigi Anzivino
Luigi Anzivino
中科院分区:
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文献类型:
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作者:
Theresa Jean Tanenbaum;Karen Tanenbaum;Katherine Isbister;Kaho Abe;Anne Sullivan;Luigi Anzivino

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在谷歌眼镜项目的带动下,人们对可穿戴技术的商业兴趣显著增加,同时Fitbit、Bodymedia Fit和Misfit Shine等新一代面向健身的生物传感器的成功也带来了商业兴趣。与此同时,任天堂的Wii、索尼的Move控制器和微软的Kinect等数字游戏的嵌入式界面激增。这些技术往往只触及设计可能性空间的表面,忽略了佩戴者/玩家的社交和情感体验的细微差别,这些细微差别在其他设计领域非常重要,如戏剧服装和时尚。我们建议建立一个工作室,让参与者有机会创造可穿戴的游戏控制器,让他们对这一设计领域进行有趣的探索,鼓励转型、合作和享受丰富的奇观。
There has been a significant increase in commercial interest in wearable technologies, spearheaded by Google's Glass project, and also by the success of a new generation of fitness oriented biosensors such as the Fitbit, the Bodymedia Fit, and the Misfit Shine. Concurrently, there has been a proliferation of embodied interfaces for digital games such as Nintendo's Wii, Sony's Move controller, and Microsoft's Kinect. These technologies often only scratch the surface of the design possibility space, overlooking nuances of social and emotional experience for wearers/players that are important in other areas of design, such as theatrical costuming and fashion. We propose a studio that offers participants the chance to create wearable game controllers that afford a playful exploration of this design terrain, encouraging transformation, collaboration, and enjoyment of rich spectacle.