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3 Mother Nature was deliberately designed to exploit the affordances that scholarly research reveals inhere in gesture to give the player a richer play experience, by employing more and different pathways in the brain, than that provided by games that employ either traditional button or standard, more literal gestural controls. In what follows, the reader will find descriptions of the method by which Mother Nature’s gestural vocabulary was designed, the motivation for that design, and the method by which I intend to test the effectiveness of that design strategy in the coming weeks. I have opted both to provide this extended description and to investigate whether or not that design strategy did, in fact, improve the play experience to see whether this gestural design method could or should extend beyond this project. Indeed, I wonder whether it might serve as a model method for designing a gestural vocabulary that develops and fosters emotionally compelling game-play. Call it a modest stab at developing a Unified Theory of Gestural Vocabulary Design… *** Mother Nature: The Theory Embodied Cognition: Its Meaning, Scope and Power Mother Nature is a game that brings the fundamental components of nature into one place and uses the players’ own body to make the verbs of nature – grow, hunt, eat, dodge, repel, smell – into the tools of play. Mother Nature’s objects and those objects’ interactions are based on the logics of the real world. This makes the player a literal mover and shaker – a god both participating in and affecting the processes of nature.
Object Description
Title | Toward a theory of gesture design |
Author | Tucker, Diane |
Author email | diane.tucker@gmail.com; dmtucker@usc.edu |
Degree | Master of Fine Arts |
Document type | Thesis |
Degree program | Interactive Media |
School | School of Cinematic Arts |
Date defended/completed | 2011-05-02 |
Date submitted | 2011 |
Restricted until | Unrestricted |
Date published | 2011-05-04 |
Advisor (committee chair) | Bolas, Mark |
Advisor (committee member) |
Fullerton, Tracy Kratky, Andreas Malamed, Laird |
Abstract | The enormous transformation in how humans engage with technologies – providing direct access through touch or gesture, without any mediating controller – has just reached mainstream computing, games and home theaters, with the recent releases of the Kinect and the WAVI Xtion. This change has opened up huge new opportunities for the design of games, interactive experiences and applications. This paper presents the evidence of the connection between the body and perceptions, emotions, and mental states; the powerful, extensive, and surprising ways those connections are manifest; and the unexpected and very potent role that metaphor plays. This paper then presents how that evidence points to a way of employing the emotional and cognitive armature attached to human movement as a means of developing emotionally compelling gestural game-play. |
Keyword | game design; gesture; gestural vocabulary; gestural design; gesture design; user interface design; human computer interaction; human centered computing; emotion in games; design; metaphor |
Coverage date | 1990/2011 |
Language | English |
Part of collection | University of Southern California dissertations and theses |
Publisher (of the original version) | University of Southern California |
Place of publication (of the original version) | Los Angeles, California |
Publisher (of the digital version) | University of Southern California. Libraries |
Provenance | Electronically uploaded by the author |
Type | texts |
Legacy record ID | usctheses-m3891 |
Contributing entity | University of Southern California |
Rights | Tucker, Diane |
Repository name | Libraries, University of Southern California |
Repository address | Los Angeles, California |
Repository email | cisadmin@lib.usc.edu |
Filename | etd-tucker-4587 |
Archival file | uscthesesreloadpub_Volume29/etd-tucker-4587.pdf |
Description
Title | Page 10 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | 3 Mother Nature was deliberately designed to exploit the affordances that scholarly research reveals inhere in gesture to give the player a richer play experience, by employing more and different pathways in the brain, than that provided by games that employ either traditional button or standard, more literal gestural controls. In what follows, the reader will find descriptions of the method by which Mother Nature’s gestural vocabulary was designed, the motivation for that design, and the method by which I intend to test the effectiveness of that design strategy in the coming weeks. I have opted both to provide this extended description and to investigate whether or not that design strategy did, in fact, improve the play experience to see whether this gestural design method could or should extend beyond this project. Indeed, I wonder whether it might serve as a model method for designing a gestural vocabulary that develops and fosters emotionally compelling game-play. Call it a modest stab at developing a Unified Theory of Gestural Vocabulary Design… *** Mother Nature: The Theory Embodied Cognition: Its Meaning, Scope and Power Mother Nature is a game that brings the fundamental components of nature into one place and uses the players’ own body to make the verbs of nature – grow, hunt, eat, dodge, repel, smell – into the tools of play. Mother Nature’s objects and those objects’ interactions are based on the logics of the real world. This makes the player a literal mover and shaker – a god both participating in and affecting the processes of nature. |