A TYPOLOGY OF THE RELATIONSHIPS BETWEEN REAL AND VIRTUAL WORLDS

被引:0
作者
Natkin, Stephane [1 ]
Yan, Chen [1 ]
机构
[1] CNAM, CEDRIC, FR-75141 Paris 03, France
来源
PROCEEDINGS OF CGAMES'2005 - 7TH INTERNATIONAL CONFERENCE ON COMPUTER GAMES: ARTIFICIAL INTELLIGENCE, ANIMATION, MOBILE, EDUCATIONAL AND SERIOUS GAMES | 2005年
关键词
Multiplayer Online Game; Ubiquitous Game; Augmented Reality; Ubiquitous System; Mobile Computing; Smart Object; Virtual World; Real World; Collaborative System;
D O I
暂无
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
The interactive digital entertainment requires new interactive forms with richer contents for a very large audience. Our research goal is firstly to propose patterns to understand, to describe and to formalize the relationships between the real world and the virtual world. These patterns and the related methodology will guide us to analyze the correspondences between the two worlds. Based on these interactions between the two worlds and considering the reactions of the user, our goal is to create a data-processing model of interactive narration for the game play. The feasibility and the usefulness of this approach should be, at least, shown through the development of prototypes based on virtual/real worlds chosen patterns. In this paper we examine the possible relationships between the real world (RW) and the virtual world (VW) from a state-of-the-art in mixed reality entertainment applications. We take the interactive experiences of the user as a key point of view. This leads to a detailed description of twelve criteria to identify, qualify, and classify general public interactive multimedia systems. This taxonomy is illustrated on several examples.
引用
收藏
页码:223 / 231
页数:9
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