Maps and legends: Designing FPS-based interfaces for multi-user composition, improvisation and immersive performance

2Citations
Citations of this article
9Readers
Mendeley users who have this article in their library.
Get full text

Abstract

This paper describes an interactive multi-channel multi-user networked system for real-time composition and immersive performance built using a modified version of the Quake III gaming engine. By tracking users' positional and action data within a virtual space, and by streaming that data over a network using OSC messages formatted as UDP packets to a multi-channel Pure Data patch, actions in virtual space are correlated to sonic output in a physical space. Virtual environments designed as abstract compositional maps or representative models of the users' actual physical space are investigated as means to guide and shape compositional and performance choices. This paper analyzes both the technological concerns for building and realizing the system as well as the compositional and perceptual issues inherent in the project itself. © 2008 Springer-Verlag Berlin Heidelberg.

Cite

CITATION STYLE

APA

Hamilton, R. (2008). Maps and legends: Designing FPS-based interfaces for multi-user composition, improvisation and immersive performance. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4969 LNCS, pp. 478–486). https://doi.org/10.1007/978-3-540-85035-9_32

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free