Realism in Gameplay: Digital Fiction and Embodiment

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Data

2009

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Editora

Edições Universitárias Lusófonas

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.

Descrição

SRMC '08: Proceedings of the 2nd ACM international workshop on Story representation, mechanism and context

Palavras-chave

REALIDADE AUMENTADA, ANIMAÇÃO 3D, JOGABILIDADE, AUGMENTED REALITY, 3D ANIMATION, GAMEPLAY

Citação

Luz , F C , Damásio , M J & Gouveia , P 2009 , ' Realism in Gameplay: Digital Fiction and Embodiment ' , Default journal .

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