789 resultados para First-person perspective
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Player experience of spatiality in first-person, single-player games is informed by the maps and navigational aids provided by the game. This project uses textual analysis to examine the way these maps and navigational aids inform the experience of spatiality in Fallout 3, BioShock and BioShock 2. Spatiality is understood as trialectic, incorporating perceived, conceived and lived space, drawing on the work of Henri Lefebvre and Edward Soja. The most prominent elements of the games’ maps and navigational aids are analysed in terms of how they inform players’ experience of the games’ spaces. In particular this project examines the in-game maps these games incorporate, the waypoint navigation and fast-travel systems in Fallout 3, and the guide arrow and environmental cues in the BioShock games.
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This paper draws on contemporary views in personality psychology as a means for understanding people participating in sport and physical activity. Specifically, we focus on McAdams’ integrative framework [McAdams (2013). The psychological self as actor, agent, and author. Perspectives on Psychological Science, 8, 272–295; McAdams & Pals (2006). A new big five: Fundamental principles for an integrative science of personality. American Psychologist, 61, 204–217] and suggest this framework as potentially generative in the field of sport and exercise psychology. McAdams indicates that people can be defined through three layers of understanding, incorporating (a) dispositional traits, (b) characteristic adaptations, and (c) narrative identities. Together these layers provide a vision of the whole person – a perspective of personality rarely adopted by the sport and exercise community. The aim of this paper is to introduce scholars and practitioners to the potential benefits of embracing this whole person outlook, and to discuss the opportunities and challenges McAdams’ framework may have for advancing scholarship in sport and exercise psychology.
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Recent memories are generally recalled from a first-person perspective whereas older memories are often recalled from a third-person perspective. We investigated how repeated retrieval affects the availability of visual information, and whether it could explain the observed shift in perspective with time. In Experiment 1, participants performed mini-events and nominated memories of recent autobiographical events in response to cue words. Next, they described their memory for each event and rated its phenomenological characteristics. Over the following three weeks, they repeatedly retrieved half of the mini-event and cue-word memories. No instructions were given about how to retrieve the memories. In Experiment 2, participants were asked to adopt either a first- or third-person perspective during retrieval. One month later, participants retrieved all of the memories and again provided phenomenology ratings. When first-person visual details from the event were repeatedly retrieved, this information was retained better and the shift in perspective was slowed.
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Child molesters (n=13) and sexually non-deviant subjects (n=29) were immersed with virtual characters depicting relevant sexual features while their sexual arousal and gaze behaviour were assessed to characterize their sexual preferences and intentional dynamics. Sexual arousal was measured using circumferential penile plethysmography (PPG). Gaze behaviour dynamics was derived from average gaze radial angular deviation (GRAD) and GRAD coefficient of variation (GRADCV). Results show distinct sexual arousal profiles according to sexual preferences and point towards the existence of specific gaze behaviour dynamics guided by sexual intentions. Theoretical interpretations are based on the ecological psychology of J.J. Gibson and the integrated theory of sexual offending (Ward, 2009; Ward & Beech, 2006). Theoretical underpinnings coming from these approaches are advocated as being especially well suited to explain how virtual reality can help probing into child molesters’ phenomenology as lived from the first-person stance.
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Questa trattazione verterà sull'analisi di un sistema di gioco tra due individui, tra loro interagenti mediante handeld device, in un contesto immersivo posto in un luogo chiuso di natura museale. L'intera struttura, sviluppata nell'ambito del Corso di Sistemi ed Applicazioni Multimediali nell'anno 2010-2011, vuole porre un'innovazione rispetto agli scenari esistenti: laddove un'interazione museale richieda spesso la staticità dell'utilizzatore del servizio, il mezzo del gioco richiede invece la manipolazione e il movimento all'interno del luogo, garantendo un coinvolgimento maggiormente accentuato rispetto alla normale fruizione dei contenuti. Inoltre, la scelta alla base della realizzazione realizzazione si affida allo strumento multimediale e sempre più diffuso costituito dalle tecniche di Realtà Aumentata, che appongono aggiunte digitali all'ambiente circostante e permettono di modellare strutture d'informazione e manipolazione percepibili solo tramite apposite interfacce, ma pienamente inserite in un tessuto reale. La componente innovativa in questo schema è però portata da un'ulteriore aspetto, quello della cooper- azione di due dispositivi in contemporanea attori dell'interazione che, attraverso l'azione sulle informazioni esistenti, consentono di produrre modifiche rilevabili da ciascuno dei coinvolti.
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Sequel: The Meloon farm.
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Mode of access: Internet.
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Inscribed for Earle Walbridge by the author.