Get 20M+ Full-Text Papers For Less Than $1.50/day. Start a 14-Day Trial for You or Your Team.

Learn More →

From chasing dots to reading minds: the past, present, and future of video game interaction

From chasing dots to reading minds: the past, present, and future of video game interaction CrossroadsThe ACM Student Magazine ACM / Crossroads / Xrds13-2 / From Chasing Dots to Reading Minds: The Past, Present, and Future of Video Game Interaction by Damien Marshall, Tomas Ward, and Séamus McLoone Introduction It is the calm before the storm. By the end of 2006, Sony, Microsoft, and Nintendo will have released their new wave of gaming hardware, and the next round in the great video game battle will have begun. Capable of displaying photo-realistic images, and acting as the center of your entertainment lifestyle, these machines promise to change the face of gaming. Console games have moved away from the single-screen experiences of old, to multimillion dollar epics, featuring hours and hours of cinematic action. Truly, it is an exciting time to be a gamer. While visual and audio technology advances toward real-world fidelity, human computer interaction (HCI)—the methods by which users control the simulation—has not received the same degree of attention. But it now seems this aspect of the sense-of-presence problem may undergo a revolution similar to that of its audiovisual counterparts with the next generation of gaming devices. In this article, we discuss the driving forces behind these changes, several devices, and what current http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Crossroads Association for Computing Machinery

From chasing dots to reading minds: the past, present, and future of video game interaction

Crossroads , Volume 13 (2) – Dec 1, 2006

Loading next page...
 
/lp/association-for-computing-machinery/from-chasing-dots-to-reading-minds-the-past-present-and-future-of-vxtHRHTefw

References (8)

Publisher
Association for Computing Machinery
Copyright
The ACM Portal is published by the Association for Computing Machinery. Copyright © 2010 ACM, Inc.
Subject
Games
ISSN
1528-4972
DOI
10.1145/1217728.1217738
Publisher site
See Article on Publisher Site

Abstract

CrossroadsThe ACM Student Magazine ACM / Crossroads / Xrds13-2 / From Chasing Dots to Reading Minds: The Past, Present, and Future of Video Game Interaction by Damien Marshall, Tomas Ward, and Séamus McLoone Introduction It is the calm before the storm. By the end of 2006, Sony, Microsoft, and Nintendo will have released their new wave of gaming hardware, and the next round in the great video game battle will have begun. Capable of displaying photo-realistic images, and acting as the center of your entertainment lifestyle, these machines promise to change the face of gaming. Console games have moved away from the single-screen experiences of old, to multimillion dollar epics, featuring hours and hours of cinematic action. Truly, it is an exciting time to be a gamer. While visual and audio technology advances toward real-world fidelity, human computer interaction (HCI)—the methods by which users control the simulation—has not received the same degree of attention. But it now seems this aspect of the sense-of-presence problem may undergo a revolution similar to that of its audiovisual counterparts with the next generation of gaming devices. In this article, we discuss the driving forces behind these changes, several devices, and what current

Journal

CrossroadsAssociation for Computing Machinery

Published: Dec 1, 2006

There are no references for this article.