People and Computers XVI - Memorable Yet Invisible 2002
DOI: 10.1007/978-1-4471-0105-5_23
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Non-Verbal Communication Forms in Multi-player Game Session

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Cited by 11 publications
(3 citation statements)
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“…MobyDick features the unique mode of asymmetric multiplayer communication for collaborative game play, which is different from those in two-way verbal communications between players in collaborative exercise games [40] and nonverbal communications in 3D virtual environments [30]. In MobyDick, each swimmer is given no means of explicit outbound communication, either verbal or nonverbal.…”
Section: Game Designmentioning
confidence: 99%
“…MobyDick features the unique mode of asymmetric multiplayer communication for collaborative game play, which is different from those in two-way verbal communications between players in collaborative exercise games [40] and nonverbal communications in 3D virtual environments [30]. In MobyDick, each swimmer is given no means of explicit outbound communication, either verbal or nonverbal.…”
Section: Game Designmentioning
confidence: 99%
“…After Mansour et al [13] the application of verbal and nonverbal behavior helps players to familiarize with their partners, fosters the management of the interaction flow and has a positive influence on the feeling of trust among players. Manninen and Kujanpää [12] suggest that an efficient combination of different communication channels enhances interaction among players. By combining various forms of interaction players would not have to rely on verbal communication alone, but have more flexible means in representing themselves and their ideas.…”
Section: Nonverbal Interaction and Gaze-based Interaction In Gamesmentioning
confidence: 99%
“…Ο ρεαλιςμόσ, τα θχθτικά εφζ, θ μουςικι, οι κινιςεισ και οι εκφράςεισ του εικονικοφ χαρακτιρα ενιςχφουν το ςυναιςκθματικό ενδιαφζρον των χρθςτϊν και αποτελοφν επιπλζον ςτοιχεία που μποροφν να χρθςιμοποιιςουν οι παίκτεσ για τθν επίτευξθ των ςτόχων τουσ. Ππωσ, για παράδειγμα, ςτθν περίπτωςθ που κάποιοσ αντίπαλοσ πλθςιάηει τον παίκτθ, ςχετικοί ιχοι ι θχθτικά εφζ μποροφν να προειδοποιιςουν και να επιτρζψουν τθν ζγκαιρθ προετοιμαςία του παίκτθ, ακόμα και εάν δεν ζχει ακόμα οπτικι επαφι με το αντικείμενο τθσ πρόκλθςθσ (Manninen & Kujanpää, 2002;Manninen & Kujanpää, 2005; Οι Dalgarno και Lee (2010) περιγράφουν χαρακτθριςτικά των τριςδιάςτατων εικονικϊν περιβαλλόντων, ςυμπεριλαμβανομζνων και των ΔΡΜΡΡ, τα οποία μποροφν να ενιςχφςουν τθ μάκθςθ. Αυτά τα χαρακτθριςτικά αφοροφν διαδικαςίεσ δόμθςθσ τθσ ταυτότθτασ, αίςκθςθσ τθσ παρουςίασ και τθσ ςυν-παρουςίασ με άλλουσ παίκτεσ και αφοροφν τθν πιςτότθτα τθσ αναπαράςταςθσ του περιβάλλοντοσ και τισ αλλθλεπιδράςεισ των χρθςτϊν.…”
Section: ζ αλαπαξάζηαζε ηνπ πεξηβάιινληνοunclassified