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Voice Assistants as Characters—or Not 是否将语音助手作为角色
IF 0.9 2区 文学 0 LITERATURE Pub Date : 2022-05-01 DOI: 10.1353/nar.2022.0031
J. Blom
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引用次数: 0
Material Practices and Semiotic Objects: A Response to Shane Denson 物质实践与符号学对象:对谢恩·丹森的回应
IF 0.9 2区 文学 0 LITERATURE Pub Date : 2022-05-01 DOI: 10.1353/nar.2022.0043
Lukas R. A. Wilde
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引用次数: 0
Play Don't Show—Video Game Companions 播放不显示--电子游戏伙伴
IF 0.9 2区 文学 0 LITERATURE Pub Date : 2022-05-01 DOI: 10.1353/nar.2022.0010
Ida Broni Christensen, Kristine Jørgensen
ABSTRACT:This article investigates the phenomenon of companion characters and how these figures have been employed within single-player, quest-based videogames. It does so by looking at how designers incorporate the roles and relationships between player-character and companion into the structural components of the game. The article argues that the player's ability to assert control over the companion figure through the assigned control scheme can be categorized into three different modes: direct, indirect, and linked control. In addition, it examines the haptic storytelling techniques that designers may use to convey the status and development of the relationship between the player-character and their companion(s), when the latter acts as a shared entity between the player and the game system. It concludes that by establishing the relationship between these characters on a haptic level, designers can introduce powerful emotional behaviours into a game's interactive phases.
摘要:本文研究了陪伴角色的现象,以及这些角色是如何在单人、基于任务的电子游戏中使用的。它通过观察设计师如何将玩家角色和同伴之间的角色和关系融入游戏的结构组件中来做到这一点。文章认为,玩家通过指定的控制方案来控制同伴形象的能力可以分为三种不同的模式:直接控制、间接控制和联动控制。此外,它还考察了当玩家角色和同伴充当玩家和游戏系统之间的共享实体时,设计师可以用来传达玩家角色和他们的同伴之间关系的状态和发展的触觉讲故事技术。它的结论是,通过在触觉层面上建立这些角色之间的关系,设计师可以将强大的情感行为引入游戏的互动阶段。
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引用次数: 0
Editors' Column: Introduction to "Character and Character Studies" 编辑专栏:“性格与性格研究”导论
IF 0.9 2区 文学 0 LITERATURE Pub Date : 2022-05-01 DOI: 10.1353/nar.2022.0047
J. Blom, James Phelan
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引用次数: 0
Characters with Signifiers: A Framework Direction 具有能指的字符:一个框架方向
IF 0.9 2区 文学 0 LITERATURE Pub Date : 2022-05-01 DOI: 10.1353/nar.2022.0026
Veli-Matti Karhulahti
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引用次数: 0
"Right-hand Pixels": Controlling Companions and Employing Haptic Storytelling Techniques in Single-Player Quest-Based Videogames “右手像素”:在单人探索型电子游戏中控制同伴和使用触觉故事讲述技术
IF 0.9 2区 文学 0 LITERATURE Pub Date : 2022-05-01 DOI: 10.1353/nar.2022.0033
Ida Broni Christensen
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引用次数: 1
Character as Rhetorical Resource: Mimetic, Thematic, and Synthetic in Fiction and Non-Fiction 人物修辞资源:小说与非小说中的拟态、主位、合成
IF 0.9 2区 文学 0 LITERATURE Pub Date : 2022-05-01 DOI: 10.1353/nar.2022.0023
James Phelan
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引用次数: 1
Virtual Assistants as Characters—Or Not 虚拟助手是否是角色
IF 0.9 2区 文学 0 LITERATURE Pub Date : 2022-05-01 DOI: 10.1353/nar.2022.0009
J. Blom, K. Mikkonen
ABSTRACT:New technologies like voice assistants such as Siri, Alexa, and the Google Assistant give the impression that the lines between humans and machines are blurring as machines gradually take up social roles once occupied by humans. To counter that anxiety, this essay argues that these technologies are becoming more like characters, adapting to the templates we initially constructed for fictional beings whose space voice assistants occupy instead. It provides a textual reading of the Japanese voice assistant Hikari Azuma as advertised by the company Vinclu's website in order to demonstrate how Hikari functions as a kyara, a character without story, whose development depends on the user. The essay proposes that we have to adjust our conceptual understanding of characters as distinct from human beings and technology. Instead, the essay concludes that we should perceive current technologies like voice assistants as technologies operating on a spectrum in which some machines will look more like characters and others more like software-in-action with no humanlikeness at all.
摘要:Siri、Alexa、谷歌等语音助手等新技术给人的印象是,随着机器逐渐取代人类曾经占据的社会角色,人与机器之间的界限正在变得模糊。为了消除这种焦虑,本文认为,这些技术正变得越来越像角色,适应我们最初为虚构人物构建的模板,而这些虚构人物的空间被语音助手占据。它提供了Vinclu公司网站上宣传的日本语音助手Hikari Azuma的文本阅读,以演示Hikari作为kyara的功能,kyara是一个没有故事的角色,其发展取决于用户。本文提出,我们必须调整对字符的概念理解,将其与人类和技术区分开来。相反,这篇文章的结论是,我们应该将语音助手等当前技术视为在某种范围内运行的技术,在这种范围内,一些机器看起来更像字符,而另一些则更像完全不像人类的行动软件。
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引用次数: 0
Transmedia and the Future of Character Studies: A Response to Nieves Rosendo 跨媒体与角色研究的未来:对Nieves Rosendo的回应
IF 0.9 2区 文学 0 LITERATURE Pub Date : 2022-05-01 DOI: 10.1353/nar.2022.0038
N. Lamerichs
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引用次数: 0
Centaurs and Horsemen: Composite Avatars and the Epistemology of the Playable Figure 半人马和骑士:复合头像和可玩人物的认识论
IF 0.9 2区 文学 0 LITERATURE Pub Date : 2022-05-01 DOI: 10.1353/nar.2022.0027
H. Backe
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引用次数: 0
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