語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Game Design Framework and Guidelines...
~
Milam, David Charles.
FindBook
Google Book
Amazon
博客來
Game Design Framework and Guidelines Based on a Theory of Visual Attention.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Game Design Framework and Guidelines Based on a Theory of Visual Attention./
作者:
Milam, David Charles.
面頁冊數:
196 p.
附註:
Source: Dissertation Abstracts International, Volume: 75-07(E), Section: A.
Contained By:
Dissertation Abstracts International75-07A(E).
標題:
Multimedia Communications. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=NS23888
ISBN:
9780499238887
Game Design Framework and Guidelines Based on a Theory of Visual Attention.
Milam, David Charles.
Game Design Framework and Guidelines Based on a Theory of Visual Attention.
- 196 p.
Source: Dissertation Abstracts International, Volume: 75-07(E), Section: A.
Thesis (Ph.D.)--Simon Fraser University (Canada), 2013.
The design of video games has a tremendous impact in shaping our experience, and one area is through their visual designs. Action games in particular engulf the player in highly dynamic and sensory rich environments where challenges can easily be misperceived. For example, the player may feel overwhelmed, fail to notice important elements, or take the wrong course of action as a result of distractions. Pinpointing and solving these problems are difficult without taking into consideration the underlying mechanisms of human visual information processing. In this effort, this dissertation develops a perception-based game design framework supported by a theory of visual attention. This framework was applied to consider perceptual features of motion affecting the visual design, and their effects on the player's experience. Perceptual features of motion are often overlooked in games, but cannot be ignored. Perception and attention researchers found numerous effects of motion on users' task performances and affective responses that are of interest to the game design and user research community. The contribution of this work consists of an investigation of a perception-based framework for elements in motion within commercial and an experimental game called EMOS ( Expressive MOtion Shooter). This is followed by identifying and validating two perception-based guidelines. The guidelines are novel such they are empirically expressed, based on expert game designers' manipulations of perceptual features in EMOS. This contribution also benefits the design and human computer interaction communities, since results include qualitative reflections from game designers concerning this topic.
ISBN: 9780499238887Subjects--Topical Terms:
1057801
Multimedia Communications.
Game Design Framework and Guidelines Based on a Theory of Visual Attention.
LDR
:02738nam a2200289 4500
001
1965303
005
20141020104928.5
008
150210s2013 ||||||||||||||||| ||eng d
020
$a
9780499238887
035
$a
(MiAaPQ)AAINS23888
035
$a
AAINS23888
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Milam, David Charles.
$3
2101943
245
1 0
$a
Game Design Framework and Guidelines Based on a Theory of Visual Attention.
300
$a
196 p.
500
$a
Source: Dissertation Abstracts International, Volume: 75-07(E), Section: A.
500
$a
Advisers: Lyn Bartram; Halil Erhan.
502
$a
Thesis (Ph.D.)--Simon Fraser University (Canada), 2013.
520
$a
The design of video games has a tremendous impact in shaping our experience, and one area is through their visual designs. Action games in particular engulf the player in highly dynamic and sensory rich environments where challenges can easily be misperceived. For example, the player may feel overwhelmed, fail to notice important elements, or take the wrong course of action as a result of distractions. Pinpointing and solving these problems are difficult without taking into consideration the underlying mechanisms of human visual information processing. In this effort, this dissertation develops a perception-based game design framework supported by a theory of visual attention. This framework was applied to consider perceptual features of motion affecting the visual design, and their effects on the player's experience. Perceptual features of motion are often overlooked in games, but cannot be ignored. Perception and attention researchers found numerous effects of motion on users' task performances and affective responses that are of interest to the game design and user research community. The contribution of this work consists of an investigation of a perception-based framework for elements in motion within commercial and an experimental game called EMOS ( Expressive MOtion Shooter). This is followed by identifying and validating two perception-based guidelines. The guidelines are novel such they are empirically expressed, based on expert game designers' manipulations of perceptual features in EMOS. This contribution also benefits the design and human computer interaction communities, since results include qualitative reflections from game designers concerning this topic.
520
$a
Keywords: Visual design, game design, human-computer interaction, user experience, user research, perception, attention, cognition.
590
$a
School code: 0791.
650
4
$a
Multimedia Communications.
$3
1057801
650
4
$a
Design and Decorative Arts.
$3
1024640
690
$a
0558
690
$a
0389
710
2
$a
Simon Fraser University (Canada).
$3
1020621
773
0
$t
Dissertation Abstracts International
$g
75-07A(E).
790
$a
0791
791
$a
Ph.D.
792
$a
2013
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=NS23888
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9260302
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入