Rich Interaction Model for Game and Virtual Environment Design
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RICH INTERACTION MODEL TONY FOR GAME AND VIRTUAL MANNINEN ENVIRONMENT DESIGN Department of Information Processing Science, University of Oulu OULU 2004 TONY MANNINEN RICH INTERACTION MODEL FOR GAME AND VIRTUAL ENVIRONMENT DESIGN Academic Dissertation to be presented with the assent of the Faculty of Science, University of Oulu, for public discussion in Raahensali (Auditorium L10), Linnanmaa, on February 20th, 2004, at 12 noon. OULUN YLIOPISTO, OULU 2004 Copyright © 2004 University of Oulu, 2004 Supervised by Professor Petri Pulli Reviewed by Professor Steve Benford Professor Tapio Takala ISBN 951-42-7253-6 (nid.) ISBN 951-42-7254-4 (PDF) http://herkules.oulu.fi/isbn9514272544/ ISSN 0355-3191 http://herkules.oulu.fi/issn03553191/ OULU UNIVERSITY PRESS OULU 2004 Manninen, Tony, Rich interaction model for game and virtual environment design Department of Information Processing Science, University of Oulu, P.O.Box 3000, FIN-90014 University of Oulu, Finland 2004 Oulu, Finland Abstract The focus of this thesis is on perceivable interaction forms that can be utilised in multi-player computer games and Collaborative Virtual Environments (CVEs). Interaction forms are manifestations of user-user and user-environment interaction. These forms convey the actions of the user to others, and to oneself, during synchronous communication and interaction partially resembling face-to-face encounters in the physical world. The communication, co-ordination and collaboration difficulties in current 3D CVEs have yet to be overcome. The aim of this thesis is to conceptualise and delineate the available mutually perceivable interaction forms. The research analyses entertainment industry solutions and examines their potential as providers of design implications for CVE systems in general. Furthermore, games are used as platforms in the construction phases of the research. The research answers the problems of what interaction forms exist in multi-player games and what are their main characteristics and how to apply the understanding of possible interaction forms in order to help the design of games and professionally used CVEs? The problems are approached with conceptual analytical and constructive methods. Delineation and categorisation of various interaction forms in games and CVEs is presented. The gap between theoretical models and practical design is bridged by using several empirical cases as a constructive part of the research. The significance of this research is related to the increasingly important role of CVEs in global organisations and virtual enterprises, as well as in the everyday life of people. The communicational and functional enhancements of the virtual environments and multi-player games make the interpersonal interaction more usable and applicable in computer mediated settings. The research provides a deeper understanding of the concept of interaction forms in the context of CVEs and multi- player games. The results can be used to create more supportive, appealing and communicative applications by applying interaction models and theories in the form of rich interaction design guidelines. The main contributions of this research are the conceptual models of interaction forms and corresponding rich interaction design suggestions. The results reveal important and neglected aspects of interaction forms to the world of game and virtual environment designers. Combined with the descriptions of interaction design processes the overall outcome of the work is applicable to a wide audience designing or using computer systems that support communication, co-ordination and collaboration. Keywords: collaborative virtual environment, communication, computer game, interaction form Preface Boulders hurtle all around creating a menacingly chaotic mess. Dodging soon becomes impossible, and every attempt at clearing up merely produces more debris to be avoided. Despite my skilful manoeuvring, a momentary lapse of concentration leads to disaster – ‘Game Over’. Just one more game and then I’ll stop… In 1982, immersed in the enthralling and fantastic world of the Asteroids arcade game at an Esso petrol station cafeteria in Kalajoki, I could not have – in my wildest dreams - imagined myself completing a PhD thesis on computer games and game design 21 years later. What, at the time, was merely a hobby, is now the core of my dissertation. The first steps in programming with Basic, using Sinclair ZX81 and Commodore 64 twenty odd years ago, have carried me far. My parents were convinced by my persuasive arguments on the benefits of home computers, but – personally – I was not convinced. My home computer soon drew me into an audiovisual stream that opened up a whole new. Games took a firm hold of me, and time not spent playing, was spent designing and programming my own games. Despite the immense enjoyment I got out of this, I am ready to admit that my early suspicions were incorrect – diving into the world of computers, albeit with games as the medium, has most certainly not been a waste of time. When I started my postgraduate studies in 2000 at the Department of Information Processing Science, I had already had my first taste of combining work and play. While trying to define my research area, I - quite effortlessly – steered in the direction of games and virtual environments. Although the combination of work and play has been, for the most part, a positive experience, there have been hard times too. Perhaps the most taxing aspect of all has been my being so wrapped up in my research that family life and other interests have sometimes had to take the backseat. However, the joy of working in a field I find endlessly motivating has carried me through the hard times and difficulties. Introducing game research into academic circles has not been an easy task. During the early stages of my research, I spent a considerable amount of time translating concepts and reports into the language of utilitarian applications. At the time, computer games were not seen as an important area of research. Still, my stubbornness and endless motivation kept me going. In addition to this, my close sphere, my department and individual researchers all over the world provided me with support and encouragement when I most needed it. Despite all the support, I have been close to giving up several times. Now that this long journey is finally over, I am pleased with the outcome. The research has opened up my eyes in many ways, and the results achieved – I believe - offer new insights and possibilities to the field. One phase of my life is ending – the ‘end boss’ of the final game level is about to be conquered. Still, it feels as if I am merely embarking on my journey, rather than ending it. Today, I am even keener to continue my work, and I find it difficult to imagine I will ever find something else as inspiring. The restricted focus of doctoral research has not allowed me to discuss other intriguing aspects close to my heart, so, perhaps at this stage, it is more appropriate to consider this as merely the end of the first game level. More complex challenges await me at the next levels, I am certain. I sincerely hope that this research will strengthen the position of game research as a valid area of information processing science and digital media, although the work cannot be directly placed within the boundaries of a single discipline. A multi-disciplinary approach is a necessity when studying and understanding the phenomenon of computer games. Whatever stand one takes, computer games have lot to offer to research, industry and consumers at large. By increasing and improving the interaction possibilities of game environments, computer games can become communicatively rich and socially strong worlds that overcome geographical boundaries. Doctoral research can, without doubt, be considered one of the greatest personal achievements in the area of learning. Although there is only one author on the cover of this book, none of this would have been possible without the support, guidance, criticism, questions and comments of all those people I have met on my journey. My supervisor Prof. Petri Pulli offered me a place in a top team, and provided an excellent setting for research. He gave me the opportunity to conduct independent research, while constantly and successfully promoting my field in national and international forums. I am indebted to him. I also wish to express my gratitude to the external reviewers of this work. Prof. Steve Benford and Prof. Tapio Takala took the time, despite their tight schedules, and helped me to improve the quality of this thesis with their comments and suggestions. My research team is, however, the backbone of this project, and to them I offer my heartfelt thanks. They helped create prototypes and experiments, without which this thesis would not have been possible. My colleague and long-term research assistant, Heikki Korva, has been my greatest help. He is an exceptional game development genius, who can construct both technically and artistically challenging creations. This research could not have been done without Heikki, whose unselfish dedication in implementing the most irrational requests of yours truly were always fulfilled. In addition, research assistant, Pasi Partanen, helped me – right from the start - to begin the arduous task of conceptualising multi-player games and collecting data from game sessions. Later, I had the pleasure of working with research assistant, Soili Väinämö, with whom the conceptualisation of the early phases of the content production process were started. Soili modelled the Castle of Oulu and supported my research with her thorough documentation. The effects of her work can still be seen in the experimental games we construct today. Finally, research assistant and colleague, Tomi Kujanpää, brought his expertise in 3D modelling and animation into the group. By familiarising himself with the topic he opened up possibilities for developing excellent applications, even with the somewhat challenging standards of contemporary commercial products. I am also greatly indebted to my mentors who have painstakingly provided practical suggestions and guidelines for my work.