通过触摸增强公共娱乐:可能性和陷
1Crossmodal Research Laboratory, Department of Experimental Psychology, University of Oxford, Oxford, United Kingdom.
i-Perception
|October 21, 2024
概括
早期尝试将触觉和身体刺激添加到娱乐中,就像触觉增强电影一样,面临着挑战. 这些障碍解释了为什么"感觉片"从未成为主流,与"有声电影"不同.
科学领域:
- 人与计算机的交互
- 媒体研究 媒体研究
- 感官体验设计 感官体验设计
背景情况:
- 历史上的兴趣存在于通过触觉和身体 (前体) 刺激来增强娱乐.
- 早期的电影和虚拟现实旅行体验探索了沉浸式感官增强.
研究的目的:
- 在娱乐中批判性地回顾触觉和身体刺激的早期历史.
- 确定限制广泛采用感官增强娱乐的挑战.
主要方法:
- 在公共娱乐中对感官增强的早期尝试的叙事历史回顾.
- 对技术,金融,认知,创造性,道德和法律障碍的分析.
主要成果:
- 数量众多的数字触觉刺激专利带来了法律挑战.
- 尽管早期有兴趣 (例如,阿尔多斯·哈克斯利的"感觉"),但触摸增强电影并没有像"有声电影"那样获得主流成功.
结论:
- 历史上,技术,财务和创意方面的挑战一直阻碍了触觉/身体刺激在主流娱乐领域的整合.
- 识别过去的成功使用案例可以指导未来的家庭娱乐系统的触觉增强.
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