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Exploring terra incognita: wayfinding devices for games
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Source ACM International Conference Proceeding Series; Vol. 305 archive
Proceedings of the 4th Australasian conference on Interactive entertainment table of contents
Melbourne, Australia
Article No. 6  
Year of Publication: 2007
ISBN:978-1-921166-87-7
Authors
Nicola J Bidwell  James Cook University, Australia
Colin Lemmon  James Cook University, Australia
Mihai Roturu  James Cook University, Australia
Christopher Lueg  University of Tasmania, Australia
Sponsors
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
SIGART: ACM Special Interest Group on Artificial Intelligence
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
SIGWEB: ACM Special Interest Group on Hypertext, Hypermedia, and Web
Publisher
RMIT University  Melbourne, Australia, Australia
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ABSTRACT

The ludic experience of exploring wilderness in gameworlds may be compromised by either the negative affects of disorientation or the conspicuous application of architectural principles known to support wayfinding. We use a novel device, inspired by insect navigation, to examine players' situated acquisition of spatial knowledge to enable them return to the origin of their route while they explore an unfamiliar, synthetic natural world. We describe qualitative and quantitative data on player behaviour and distill themes to inform subsequent designs to assist players fulfillment when exploring settings and interpreting them spatially.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Nicola J Bidwell: colleagues
Colin Lemmon: colleagues
Mihai Roturu: colleagues
Christopher Lueg: colleagues