• Interaction and Expressivity in Video Games: Harnessing the Rhetoric of Film

Cozic, Laurent, Boyd Davis, Stephen and Jones, Huw, 2004, Book Section, Interaction and Expressivity in Video Games: Harnessing the Rhetoric of Film In: Göbel, Stefan, Spierling, Ulrike, Hoffmann, Anja, Iurgel, Ido, Schneider, Oliver, Dechau, Johanna and Feix, Axel, (eds.) Technologies for Interactive Digital Storytelling and Entertainment. Lecture Notes in Computer Science, 3105 . Springer, Berlin, pp. 232-239. ISBN 978-3-540-22283-5

Abstract or Description:

The film-maker uses the camera and editing creatively, not simply to present the action of the film but also to set up a particular relation between the action and the viewer. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player’s appreciation of and engagement with the game. This paper discusses methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users.

Official URL: http://link.springer.com/chapter/10.1007%2F978-3-5...
Subjects: Other > Mathematical and Computer Sciences > G400 Computer Science > G440 Human-computer Interaction
Creative Arts and Design > W600 Cinematics and Photography
School or Centre: School of Design
Identification Number or DOI: https://doi.org/10.1007/978-3-540-27797-2_30
Date Deposited: 17 May 2013 18:38
Last Modified: 09 Nov 2018 14:25
URI: https://researchonline.rca.ac.uk/id/eprint/1284
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