Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology 2006
DOI: 10.1145/1178823.1178898
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Projecting tension in virtual environments through lighting

Abstract: Interactive synthetic environments are currently used in a wide variety of applications, including video games, exposure therapy , education, and training. Their success in suc h domains relies on their immersive and engagem ent qualities. Film makers and theatre directors use many techniques to project tension in the hope of affecting audiences' affective states. These techniques include narrative, sound effects, camera movements, and lighting. This paper focuses on temporal va riation of lighting color and i… Show more

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Cited by 9 publications
(14 citation statements)
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“…Adding textures, perceived color emotions vary (Lucassen et al, 2011). Lastly, light not only fulfills functional aspects, such as making the VE perceivable and drawing the players' attention to game-relevant objects, but also performs emotion-inducing tasks (El-Nasr, 2006;Knez and Niedenthal, 2008).…”
Section: Central Aspects Of Ve Designmentioning
confidence: 99%
“…Adding textures, perceived color emotions vary (Lucassen et al, 2011). Lastly, light not only fulfills functional aspects, such as making the VE perceivable and drawing the players' attention to game-relevant objects, but also performs emotion-inducing tasks (El-Nasr, 2006;Knez and Niedenthal, 2008).…”
Section: Central Aspects Of Ve Designmentioning
confidence: 99%
“…Another step could be to adapt this method for the 3D design process. For example, the use of saturated, lighter colours in a 3D real-time engine is effective for evoking drama in a scene [2]; hence, for 3D interactive scenes, the 7 The mothers outline the eyes of their babies in black in this area of Nepal. 8 From "IMCI training video: identifying chest indrawing".…”
Section: Conclusion and Further Workmentioning
confidence: 99%
“…Emotionally designed applications maintain attention like few other resources. This is known for general design (Norman, 2004) as well as for VEs (El-Nasr, 2006;Morie & Williams, 2003;Riva et al, 2007). We propose to introduce emotion not only with suitable content, story, and avatars, which are well known for their emotional impact (Slater, Pertaub, & Steed, 1999), but also with the vast possibilities that the environment itself offers (e.g., see Table 1).…”
Section: Application To Training and Neurorehabilitationmentioning
confidence: 99%