HCI 530 : Seminar (HCI)

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14 Νοε 2013 (πριν από 3 χρόνια και 8 μήνες)

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HCI 530 : Seminar (HCI)


Damian Schofield

HCI 530: Seminar (HCI)



TED Talk



Final Fantasy (The Spirits Within)



Immersion



Realism



The Uncanny Valley



Concluding Remarks






HCI 530: Seminar (HCI)



TED Talk



Final Fantasy (The Spirits Within)



Immersion



Realism



The Uncanny Valley



Concluding Remarks






TED Talk

(Sixth Sense)

Sixth Sense Technology












HCI 530: Seminar (HCI)



TED Talk



Final Fantasy (The Spirits Within)



Immersion



Realism



The Uncanny Valley



Concluding Remarks






Final Fantasy

Final Fantasy


The Spirits Within












HCI 530: Seminar (HCI)



TED Talk



Final Fantasy (The Spirits Within)



Immersion



Realism



The Uncanny Valley



Concluding Remarks






Final Fantasy

So why do we build :



Games ?



Virtual Worlds ?



Immersive Environments ?












Final Fantasy

What is Immersion ?













Immersion

What is Immersion ?


Immersion is the state of consciousness where an
immersant's

awareness of physical self is
diminished or lost by being surrounded in an
engrossing total environment; often artificial.


This mental state is frequently accompanied by
spatial excess, intense focus, a distorted sense of
time, and effortless action.


The term is widely used to describe immersive
virtual reality, installation art and video games, but it
is not clear if people are using the same word
consistently.




Immersion

What is Immersion ?


The sensation of total immersion in virtual reality
(VR) can be so described:


"You lose your critical distance to the experience
and get emotionally involved.


It could be not only a game you are a part of, but
any kind of experience. ... You feel as if it is very real
but know it is not."











Immersion

Immersion in History












Immersion

Immersion in History












Immersion Quotes

“A stirring narrative in any medium can be experienced as
virtual reality because our brains are programmed to tune
into stories with an intensity that can obliterate the world
around us... The experience of being transported to an
elaborately simulated place is pleasurable in itself,
regardless of the fantasy content. We refer to this
experience as immersion. Immersion is a metaphorical
term derived from the physical experience of being
submerged in water. We seek the same feeling from
psychologically immersive experience that we do from a
plunge in the ocean or swimming pool: the sensation of
being surrounded by a completely other reality, as
different as water is from air, that takes over all of our
attention, our whole perceptual apparatus…”


As quoted by Alison McMahan in her essay Immersion Engagement and
Presence: A method for
Analysing

3
-
D Video
Gamesin

the book The Game
Theory
Readered
. Mark J. P. Wolf and Bernard
Perron










Immersion Quotes

“Immersion is mentally absorbing and a process, a
change, a passage from one mental state to
another. It is characterized by diminishing critical
distance to what is shown and increasing emotional
involvement in what is happening.

”Virtual Art: from Illusion to Immersion
-
Oliver
Grau


“The quality of apparently being present in images is
achieved though [the] maximization of realism…”

Virtual Art: from Illusion to Immersion
-
Oliver
Grau


“…a suspension of disbelief, a state in which the
player’s mind forgets that it is being subjected to
entertainment and instead accepts what it perceived
as reality.”

Game Design Perspectives

François Dominic
Laramée









Immersion Quotes

“I am a video game addict and it is not
because of the certain number of hours I
have spent playing or nights I have gone
without sleep to finish the next level, it is
because I have had life altering
experiences in virtual space”

Immersion

According to Ernest Adams, author and consulter on
game design, immersion has three main categories:


Tactical immersion

Tactical immersion is experienced when performing tactile
operations that involve skill. Players feel "in the zone"
while perfecting actions that result in success.


Strategic immersion

Strategic immersion is more cerebral, and is associated
with mental challenge. Chess players experience strategic
immersion when choosing a correct solution among a
broad array of possibilities.


Narrative immersion

Narrative immersion occurs when players become
invested in a story, and is similar to what is experienced
while reading a book or watching a movie.

Immersion

S.
Björk

and J.
Holopainen
, in Patterns in Game Design,
divide immersion into similar categories, but call them :

Sensory
-
motoric

immersio
n,

Cognitive immersion
and

Emotional immersio
n, respectively.



In addition to these, they add three new categories:

Spatial immersion

Spatial immersion occurs when a player feels the simulated world
is perceptually convincing. The player feels that he or she is
really "there" and that a simulated world looks and feels "real".

Psychological immersion

Psychological immersion occurs when a player confuses the
game with real life.

Sensory immersion

The experience of entering into the three
-
dimensional
environment, and being intellectually stimulated by it. The player
experiences a unity of time and space as the player fuses with
the image medium, which affects impression and awareness.










Slide Copyright
Anna Tito

Slide Copyright
Anna Tito

Slide Copyright
Anna Tito

Slide Copyright
Anna Tito

Slide Copyright
Anna Tito

HCI 530: Seminar (HCI)



TED Talk



Final Fantasy (The Spirits Within)



Immersion



Realism



The Uncanny Valley



Concluding Remarks






Police Shooting of a Civilian


Stoke
-
on
-
Trent, UK

Crime Scene

Police Shooting of a Civilian


Stoke
-
on
-
Trent, UK

Crime Scene

Police Shooting of a Civilian


Stoke
-
on
-
Trent, UK

Crime Scene

Crime Scene

Crime Scene

A

sophisticated

level

of

realism,

containing

a

high

level

of

detail

is

often

necessary

since

modern

audiences

have

high

levels

of

graphical

literacy
.

Crime Scene

Combining

abstract

and

realistic

representations

to

enforce

a

message

can

be

effective,

however,

testing

must

be

undertaken

to

ensure

that

the

audience

are

getting

the

correct

message
.

Abstract Representation

So

what

is

your

favourite

computer

game

and

why

?

Computer Games

Perhaps

a

thought

tool

can

be

of

assistance
.

The

comics

creator

and

analyst

Scott

McCloud

devised

an

extremely

useful

one,

named

the

picture

plane,

for

describing

visual

representations
.



Though

applied

explicitly

to

comics

in

his

book

"Understanding

Comics",

as

he

explains

it

"represents

the

total

pictorial

vocabulary

of

comics

or

of

any

of

the

visual

arts"
.

A

game

related

equivalent

is

shown

below
:

Scott McCloud

Scott McCloud

While

developers

and

publishers

race

to

cram

themselves

into

the

bottom

left

corner

of

Scott's

plane,

and

are

squeezed

dry

of

all

the

resultant

ugly

hype,

some

will

continue

to

work

in

the

largely

unexplored

territories

of

visual

representation
.



It's

those

implementations

we

need

to

push

game

aesthetics

outward
.

Scott McCloud

Realism

-

Movies

HCI 530: Seminar (HCI)



TED Talk



Final Fantasy (The Spirits Within)



Immersion



Realism



The Uncanny Valley



Concluding Remarks






Uncanny Valley

The

uncanny

valley

is

a

hypothesis

regarding

the

field

of

robotics
.



The

theory

holds

that

when

robots

and

other

facsimiles

of

humans

look

and

act

almost

like

actual

humans,

it

causes

a

response

of

revulsion

among

human

observers
.



The

"valley"

in

question

is

a

dip

in

a

proposed

graph

of

the

positivity

of

human

reaction

as

a

function

of

a

robot's

lifelikeness
.

Uncanny Valley

Uncanny Valley

Uncanny Valley

Uncanny Valley

Uncanny Valley

Uncanny Valley

It

is

possible

to

become

accustomed

to

the

look

and

feel

of

the

animated

planet,

but

every

time

the

film

switches

between

the

live
-
action

world

and

the

computer
-
generated

one,

it’s

as

though

that

kitchen

door

is

swung

open
.



We

snap

out

of

our

blissful

unawareness

and

are

reminded

that

we

aren’t

really

exploring

the

world

of

Pandora

but

really

just

watching

a

movie

cleverly

designed

to

make

us

give

it

our

money
.



Realism

-

Movies

Another

thing

I

find

interesting

with

this

“next
-
step”

in

film

technology,

as

many

critics

refer

to

it,

is

that

Avatar

really

expects

viewers

to

understand

and

feel

for

the

computer
-
generated

characters

as

they

would

live

actors
.



In

historical

Japan,

performers

mastered

the

art

of

bunraku
,

traditional

Japanese

puppet

theater
.



The

puppets

moved

in

such

a

realistic

fashion

that

viewers

were

supposed

to

be

tricked

into

believing

the

puppets

were

alive
.



Such

realism

was

not

intended

to

be

awe
-
inspiring

but

rather

unsettling
.

Viewers

were

supposed

to

feel

uneasy

about

believing

the

inanimate

puppets

to

be

living
.



Realism

-

Movies

I

have

a

similar

feeling

about

the

computer
-
generated

characters

of

Avatar
.



Not

only

can

I

not

relate

to

them,

but

they

creep

me

out

to

some

extent
.



In

fact,

there

is

a

scientific

hypothesis

regarding

this

very

issue
.

The

“uncanny

valley”

hypothesis

states

that

close

humanoid

replicas

cause

a

response

of

revulsion

in

human

viewers
.

T


here

are

a

number

of

criticisms

of

this

hypothesis,

but

I

think

it

is

something

interesting

for

filmmakers

to

consider

before

plunging

headfirst

into

GCI
.


Realism

-

Movies

HCI 530: Seminar (HCI)



TED Talk



Final Fantasy (The Spirits Within)



Immersion



Realism



The Uncanny Valley



Concluding Remarks






We

need

to

begin

to

ask

the

questions
:

􀂄

Why

do

players

play?

􀂄

What

makes

a

good

game?

􀂄

How

can

we

make

better

games?

􀂄

We

start

looking

at

developing

better

user

interfaces

and

better

game

play

as

well

as

the

standard

immersive

bells

and

whistles
.


We

start

asking

ourselves

why

do

we

play?

Concluding Remarks

You

can

have

a

great

game

with

crap

graphics

but

a

crap

game

will

always

be

a

crap

game

no

matter

how

pretty
.

Concluding Remarks

Assignment

HCI 530: Seminar (HCI)



TED Talk



Final Fantasy (The Spirits Within)



Immersion



Realism



The Uncanny Valley



Concluding Remarks


Game Examples …






Realism
-

Crysis

Realism


Heavy Rain

HCI 530: Seminar (HCI)



TED Talk



Final Fantasy (The Spirits Within)



Immersion



Realism



The Uncanny Valley



Concluding Remarks


So why do people really play games ?