Difference between revisions of "The Future of Interactivity in Console Gaming"

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= The Future of Interactivity in Console Gaming =
 
= The Future of Interactivity in Console Gaming =
 
[[User:acheun3 | Anders Cheung]] [mailto:acheun3@learn.senecac.on.ca?subject=bth740_research email]
 
[[User:acheun3 | Anders Cheung]] [mailto:acheun3@learn.senecac.on.ca?subject=bth740_research email]
<br />
 
[[User:mikeshmistry86 | Mikesh Mistry]] [mailto:mmistry1@learn.senecac.on.ca?subject=bth740_research email]
 
  
 
= Thesis Statement =
 
= Thesis Statement =
 
==== Thesis ====
 
==== Thesis ====
  
Interaction between player and console games has recently evolved from using physical controllers to using natural interfaces. To what extent has this evolution improved interactivity and what does this change imply for the future of console gaming?
+
Interaction between player and console games has recently evolved from using physical controllers to using natural user interfaces. To what extent has this evolution improved interactivity and what does this change imply for the future of console gaming?
  
 
==== Keywords ====
 
==== Keywords ====
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The Video Game Console Library, "History of the Game Controller", 2008, http://www.videogameconsolelibrary.com/art-controller.htm
 
The Video Game Console Library, "History of the Game Controller", 2008, http://www.videogameconsolelibrary.com/art-controller.htm
 +
 +
B. Sinclair, "Kinect has problems recognizing dark-skinned users?", 2010, http://www.gamespot.com/news/6283514.html
 +
 +
K. Allen, "Xbox 360 Kinect Interview", 2010, http://www.incgamers.com/Interviews/297/xbox-360-kinect-interview
  
 
= Research Notes =
 
= Research Notes =
 +
 +
== History ==
 +
 +
=== Early Controllers ===
 +
Atari 2600 Joysticks
 +
 +
Bally Astrocade
 +
 +
=== 80's & 90's Controllers ===
 +
Nintendo D-pad + Joypads
 +
 +
Sega Genesis + Saturn
 +
 +
Sony Playstation
 +
 +
Nintendo N64
 +
 +
Sony Dual Shock
 +
 +
=== 2000 Controllers ===
 +
Sega Dreamcast
 +
 +
Sony Playstation 2
 +
 +
Microsoft Xbox
 +
 +
Nintendo Gamecube
 +
 +
=== Wireless Gameplay ===
 +
 +
Sony EyeToy
 +
 +
Microsoft Xbox 360
 +
 +
Sony Playstation 3
 +
 +
Nintendo Wiimote + Nunchuk
 +
 +
Microsoft Kinect
 +
 +
Sony Playstation Move
 +
 +
= Recorded Details =
 +
 +
== The History of Console Gaming ==
 +
 +
'''Big players in the gaming industry'''
 +
 +
- Atari
 +
 +
- Nintendo + Sega
 +
 +
- Sony + Microsoft
 +
 +
== Discuss ==
 +
 +
1. The evolution of interaction for each company using specific console systems and showing how they’ve changed over the years to improve interactivity.
 +
 +
2. The features improving health and safety for video games.
 +
 +
== The Video Game Console Library ==
 +
 +
"The pad allowed for 8 directional movements, and featured 2 action buttons. Two smaller buttons were incorporated to start, pause, and select game play options. The pads were designed to be small enough to easily fit in a child's hands."
 +
 +
 +
== Issues ==
 +
 +
"While testing out the Kinect, two dark-skinned GameSpot employees experienced problems with the system's facial recognition abilities. The system recognized one employee inconsistently, while it was never able to properly identify the other despite repeated calibration attempts." B Sinclair, 2010

Latest revision as of 03:09, 2 December 2010


BTH740 | Weekly Schedule | Research Projects | Research Essay | Student Resources

The Future of Interactivity in Console Gaming

Anders Cheung email

Thesis Statement

Thesis

Interaction between player and console games has recently evolved from using physical controllers to using natural user interfaces. To what extent has this evolution improved interactivity and what does this change imply for the future of console gaming?

Keywords

games, theory, user experience, video-games, affective computing, applications, design, emotion recognition, emotions, human-computer interaction, sensing, theories

Bibliography

E.H.C.Gamez, P.Cairns, A.L.Cox, "From the gaming experience to the wider user experience", 2009 http://portal.acm.org/citation.cfm?id=1671011.1671078&coll=ACM&dl=ACM&CFID=109455192&CFTOKEN=35336188

C.Peter, E.Crane, M.Fabri, H.Agius, L.Axelrod, "Emotion in HCI: designing for people”, 2008 http://portal.acm.org/citation.cfm?id=1531826.1531883&coll=ACM&dl=ACM&CFID=109455192&CFTOKEN=35336188

J.Canny, “The Future of Human-Computer Interaction”, 2006 http://portal.acm.org/citation.cfm?id=1147530

F. Kaplan, "Are gesture-based interfaces the future of human computer interaction?", 2009 http://portal.acm.org/citation.cfm?id=1647314.1647365&coll=GUIDE&dl=ACM&CFID=106466583&CFTOKEN=60736137

IO2Technology, heliodisplay, http://www.io2technology.com/salesinquiry.php

The Video Game Console Library, "History of the Game Controller", 2008, http://www.videogameconsolelibrary.com/art-controller.htm

B. Sinclair, "Kinect has problems recognizing dark-skinned users?", 2010, http://www.gamespot.com/news/6283514.html

K. Allen, "Xbox 360 Kinect Interview", 2010, http://www.incgamers.com/Interviews/297/xbox-360-kinect-interview

Research Notes

History

Early Controllers

Atari 2600 Joysticks

Bally Astrocade

80's & 90's Controllers

Nintendo D-pad + Joypads

Sega Genesis + Saturn

Sony Playstation

Nintendo N64

Sony Dual Shock

2000 Controllers

Sega Dreamcast

Sony Playstation 2

Microsoft Xbox

Nintendo Gamecube

Wireless Gameplay

Sony EyeToy

Microsoft Xbox 360

Sony Playstation 3

Nintendo Wiimote + Nunchuk

Microsoft Kinect

Sony Playstation Move

Recorded Details

The History of Console Gaming

Big players in the gaming industry

- Atari

- Nintendo + Sega

- Sony + Microsoft

Discuss

1. The evolution of interaction for each company using specific console systems and showing how they’ve changed over the years to improve interactivity.

2. The features improving health and safety for video games.

The Video Game Console Library

"The pad allowed for 8 directional movements, and featured 2 action buttons. Two smaller buttons were incorporated to start, pause, and select game play options. The pads were designed to be small enough to easily fit in a child's hands."


Issues

"While testing out the Kinect, two dark-skinned GameSpot employees experienced problems with the system's facial recognition abilities. The system recognized one employee inconsistently, while it was never able to properly identify the other despite repeated calibration attempts." B Sinclair, 2010