下一代混合现实游戏:通过设计进行研究的方法

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-07-27 DOI:10.1007/s10055-024-01041-9
Ruowei Xiao, Rongzheng Zhang, Oğuz Buruk, Juho Hamari, Johanna Virkki
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引用次数: 0

摘要

混合现实(MR)游戏指的是将物理实体与数字媒介内容整合在一起的游戏。目前,游戏创作者需要整合异构的虚拟和物理组件,这通常需要耗费大量的时间和人力,而且没有连贯的技术栈支持。研究语料库所体现的潜在技术多样性表明,这是一个复杂、多维的设计空间,超出了单纯的技术问题。在这项研究中,我们采用了 "通过设计进行研究 "的方法,并提出了可促进灵活、低代码游戏开发的 MR 游戏技术栈。作为设计基础,我们首先调查了 34 项最先进的研究,并将结果归纳为三个不同的技术承受能力光谱,分别是活动范围、用户界面和反馈控制,为我们下一步的设计过程提供参考。然后,我们经历了一个迭代原型阶段,并实施了一个磁共振游戏开发工具集。我们举办了一次共同设计研讨会,邀请 15 位与会者试用原型工具,并共同设计所提议的技术堆栈的潜在使用场景。我们通过问卷调查和半结构化访谈收集了第一手用户反馈。结果,产生了四种概念性游戏设计和三种主要设计含义,它们共同反映了对磁共振游戏体验的更广泛理解,并为这一新兴研究领域贡献了新的见解。
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Toward next generation mixed reality games: a research through design approach

Mixed reality (MR) games refer to games that integrate physical entities with digitally mediated contents. Currently, it entails game creators to integrate heterogeneous virtual and physical components, which is often time-consuming and labor-intensive, without the support of a coherent technology stack. The underlying technodiversity manifested by the research corpus suggests a complicated, multi-dimensional design space that goes beyond merely technical concerns. In this research, we adopted a research-through-design approach and proposed an MR game technology stack that facilitates flexible, low-code game development. As design grounding, we first surveyed 34 state-of-the-art studies, and results were synergized into three different spectra of technological affordances, respectively activity range, user interface and feedback control, to inform our next design process. We then went through an iterative prototyping phase and implemented an MR game development toolset. A co-design workshop was conducted, where we invited 15 participants to try the prototype tools and co-ideate the potential use scenarios for the proposed technology stack. First-hand user feedback was collected via questionnaires and semi-structured interviews. As a result, four conceptual game designs with three major design implications were generated, which conjointly reflect a broader understanding on MR gameful experience and contribute fresh insights to this emerging research domain.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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