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April 09, 2005
Paper Outline
I've started filling in some of the blanks for my proposal paper, and thought I would just put them up here for feedback as I go through development. I'll put up notices as I update it, if that's an okay use of blog space.
I. Title
Interface: Human
II. Abstract
This thesis proposes an investigation into game interface and play possiblities when natural human gesture is the guide. A gestural interface game vocabulary would allow for a much wider game playing audience, as well as increase the communicative possibilities of the game medium. By using the natural movements of the human body, I hope to design a game that is enhanced by the computer, instead of being dictated by it.
Influences:
The New Games Movement
Bernie DeKoven
Grotowski
butoh theatre
III. Images
Coming
IV. Text
A. Motivation
"Play is older than culture . . . [for] animals have not waited for man to teach them their playing . . . We have only to watch young dogs to see that all the essentials of human play are present in their merry gambols."
Homo Ludens, J. Huizinga
1) Games Connect People Together
It is demonstrated in the games kids play - they play the same games that have been handed down over generations and across cultures. Games can speak to all ages and races, and can be and extremely powerful communication tool.
However, as computer and console games have developed, their controls have been created almost completely self-referentially, so that each genre of game has a vocabulary of interaction that is specific to its own genre of gaming, and nothing else. For example, in a fighting game such as Mortal Kombat, one would expect that there are four buttons to use for upper-kick, lower-kick, upper-punch, lower-punch, a button for defense, and various standard combinations of these buttons will trigger a wider variety of moves. While this control schema is common to the genre of fighting games, it is not common to how people fight each other, nor is it common to the way our bodies are designed to move. Using this type of control schema limits the possibility of which peoples can play the game, and it limits the amount of new players it can attract.
2) Solution
My intention is to create a system that uses body language as its control schema. I believe this will allow for a wider range of players to participate, while not simplifying the game mechanics that make it exciting to more season players.
To truly meld our digital culture and our play culture, we must use the physical body to interact.
B. Methodology
In order to develop an effective gestural interface, it seems imperative that I play test. I will do a series of tests using pre-existing games with new gestural interfaces. Through these tests I plan on developing a gestural play vocabulary that is both natural and fun for the player.
Once this vocabulary is created I can then create a game that will highlight the benefits of this new control schema.
C. Definition
The final product of my research will be a simple game that demonstrates the results of my research and play-testing, offering a solution to the problem of controller interfaces.
V. Timeline
May - August: Research & Build Prototypes for Play Testing
Sept - Dec: Play Test and Develop Content for final iteration
Jan - April: Build final Iteration
VI. Budget
Coming
VII. Advisors
VIII. Possible future venues
IX. Bibliography & Prior Art
Posted by kellee at April 9, 2005 02:28 PM
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