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作 者:李典峰 LI Dianfeng(School of Arts,Peking University,Beijing 100086,China)
机构地区:[1]北京大学艺术学院,北京100086
出 处:《上海大学学报(社会科学版)》2022年第3期103-113,共11页Journal of Shanghai University(Social Sciences Edition)
基 金:国家社会科学基金艺术学重大项目(18ZD13)。
摘 要:通过回顾维纳发展控制论的初衷,以及后来利克莱德设计军事化防空系统的媒介历史,可以发现当代动作游戏背后隐匿的人类工效学测试结构。这套测试结构的原型是SAGE防空系统和后来开发的用户图形界面。在机器和人高频的交互中,人与机器内在的两套负反馈调节系统可以互相适应。这套工效学测试结构,是基于将用户变成机器之延伸的设计理念。计算机硬件的可公度性与肉身的可逆性相互耦合,形成了一个更大的反馈循环系统。而动作游戏随着市场发展,反而在今天可以成为作者表达美学诉求和价值判断的数字媒介艺术。宫崎英高通过《血源诅咒》暴露这种过度利用玩家知觉的心机设计,来指引玩家实现某种游戏自律。By reviewing Wiener’s original intention to develop cybernetics and the media history of Licklider’s designing of militarized air defense systems,we will discover the hidden ergonomic testing structure of today’s Action Role-playing Games(ARPG).The prototype of this test structure was the SAGE air defense system and the user graphical interface.During the highly frequent human-machine interaction,each set of negative feedback regulation systems within humans and machines can adapt to each other.This ergonomic testing structure based on the designing concept of turning the user into an extension of the machine,combines the commensurability of computer hardware and the reversibility of the physical body to form a larger feedback loop.ARPGs,advancing with market development,instead,turn out to be an digital media art,in which authors express their aesthetic appeal and value judgement.In order to help players achieve“Game Discipline”,Hidetaka Miyazaki revealed through Bloodborne that the utilitarian design exploits excessively game players’consciousness.
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