Information Fusion and Seeing in Instant Games

1. Information fusion in real-time games


Information fusion was originally called data fusion. It originated from the sonar signal processing system funded by the U.S. Department of Defense in 1973. Its concept appeared in some documents in the 1970s. In the 1990s, with the extensive development of information technology, "information fusion" with a broader concept was proposed. After the United States successfully developed a sonar signal processing system, information fusion technology has become more and more popular in military applications.

Later, in a broad sense, information fusion is the integration of several different types of information. Intuitively speaking, information fusion is based on the premise of different information, using synthetic means to form a new information in the end. It should be noted that the results of information fusion play a vital role in the final decision, which of course is based on correct information fusion.

Information fusion has always been often combined with sensors and military technology. However, in the real-time game field, information fusion is not clearly defined. The research content of this article is the phenomenon of information fusion in real-time games. Information fusion sets a definition: In real-time games, information fusion refers to the fusion of information when players receive different game data information (such as blood volume, location, time, skills, etc.), and make decisions about the fused information. decision making.

After the player has formed a certain memory or reaction habit of information such as experienced scenes, emergencies, skill icons, etc., when similar complicated information is input, the player recognizes the received information and produces a sense of deja vu. Due to the different memory and attention status of players, there will be cognitive differences and response differences when fusing the input information, which will form different information fusion results and have different effects on the final decision-making and task completion. The feeling of deja vu produced in this game is also called the sense of sight in the game.


2. Mysterious sighting phenomenon-a sense of deja vu

Seeing the phenomenon, also known as the sense of seeing, is the sense of déjà vu that you have never experienced before, as if you have experienced it at a certain time and place. At present, an explanation of the phenomenon of "déjà vu" has almost become the standard: "To the current, never A subjective sense of familiarity generated by things and scenes experienced."

Going to a restaurant with a friend to eat in a restaurant you have never been to, the moment you enter the door, you suddenly feel a kind of trance and a strong sense of deja vu: the location of the dishes and chopsticks, the coveting of strangers around you, and even the structural layout and warmth of the restaurant. The yellow light suddenly became so familiar. You seem to have already experienced this situation at some point, and you can even guess what your friend will say and the posture next. This kind of "déjà vu" feeling comes and goes beyond our own control. When you experience it, you will feel magical and surprised, thinking that you have been blessed by heaven and possess a certain superpower of foresight. When it strikes, it is accompanied by a strong sense of authenticity and familiarity. It also makes people feel mysterious, weird and confusing. Therefore, people will use words such as "sixth sense" and "past life" to describe it, and even use some Mysticisms such as dreams, prophets, and reincarnation explain this phenomenon. Investigations show that two-thirds of adults have encountered "déjà vu" incidents. Some netizens describe this wonderful feeling as "can be met but not sought". "When I see it, I can't tell whether it is a reality or a dream. The whole person is in a very'tranced' state." One netizen described it like this. His dramatic impression: "When encountering certain scenes, I always feel familiar, as if it happened at some time, and sometimes, when you smell a gas, or light and sound, change to a certain angle, Suddenly there will be such a feeling, the voice of the speaker in the picture, the familiar smell, as if I have already experienced it."

Since there are still few reliable ways to trigger déjà vu in experiments so far, no matter what kind of “déjà vu” phenomenon cannot provide behaviors for scientists’ observations and experiments on the spot, mainstream psychologists’ research has always been difficult to proceed smoothly. . At the same time, other disciplines are very interested in this phenomenon.

Neurologists believe that the brain is constantly performing subconscious activities and fictionalizes various situations. When encountering similar situations in reality, it will respond to fictitious memories and produce phantoms; medical workers believe that "déjà vu" is caused by memory errors. As a result, the memory buffer area in the brain first temporarily stores the memory, and an error occurs during storage, thinking that the things in front of you are in the historical memory bank. Such an illusion usually occurs when the brain is tired.

Some physics explanations are more interesting. Analyzed by the "back in time" of physics, after the speed of human control nerves is transmitted to the memory nerves is greater than the speed of light, the four-dimensional space is temporarily chaotic, and when the brain response is transmitted to the memory nerves, people will feel that it has happened. Based on Einstein's theory of relativity, high-energy physics, and other fringe physicists, the soul is a high-energy particle that carries huge energy, which can break through the barriers of time and space, and make memory travel through time and space to make people feel familiar. The view of time-space intersection is based on Einstein's view of time-space, that the world has many parallel time-spaces, and each time-space has its own laws and generally does not intersect. When there are exceptions and instantaneous space disorder, if you happen to encounter an intersection with the future space-time, you will enter the future space-time for a short time, and come back quickly without noticing it. When a person experiences a period in the future in the present time and space, he finds that the scene is consistent with the memory storage, and he has a sense of deja vu. The physicist's hypothesis provides a broader space for the "déjà vu" phenomenon, but adds more mystery and spirituality to this phenomenon. Alan Brown, a professor of psychology at Southern Methodist University in Dallas, USA, said: "This field is contaminated by many scientifically unexplainable theories, and it has become a thorny issue that many scientists are unwilling to touch.


3. The both-seeing phenomenon in real-time games

Although the visual phenomenon has almost become a forbidden zone in the scientific community, and the difficulty of studying the visual perception in reality is indeed very difficult, this article interviews some real-time game players at a university in Beijing and discusses the existing problems in real-time games. The visual phenomenon is compared with the visual phenomenon in reality, and the feasibility of studying the visual phenomenon in real-time games is affirmed in this article, which will be elaborated below.

In the real-time game field, players, especially experienced gamers, often find this situation. After going to a scene and going to another similar scene, they often feel that they have been to this place before, and even follow their past memories. Go to certain areas. Or, after playing a certain game, and re-contacting another game, in the face of certain unexpected situations, such as an enemy attack, you will unconsciously press a certain key, and this key may be correct. It is the key key position that the previous game needs to press when facing the enemy. All of these narratives, I believe that players who have been exposed to real-time games will resonate, and this is exactly the seen phenomenon in real-time games.

和现实中的既视感有相似又有不同,相似的是它们都是对未曾经历的事情和场景产生的一种莫名的主观的熟悉感。不同的是,现实中的既视感产生并不是那么频繁,而且往往被认为是一种错觉,是一种预知性的,不真切的熟悉感,因为现实中的记忆繁杂,你往往难以回忆起让你产生既视感的记忆来自于何时,何地,是哪个瞬间,所以现实中的既视感难以在实验室模拟,是可遇而不可求的,所以成为了科学界许多人不敢去触碰的禁区,所以也被披上了一层神秘的外纱。

而即时游戏中的既视感大多源于游戏经历,与现实的丰富多彩,变化万千不同,游戏产业的高速发展,带来了五花八门的各类即时游戏供玩家们选择,但对即时游戏做过深入探究的,或是资深的游戏玩家,都不难感受到,不同的即时游戏之间其实也有诸多相似的因素,而很多即时游戏采用的是同样的游戏模式,可以说当接触过一款即时游戏后,你再接触一款即时游戏时,你必然会发现有很多你熟悉的地方,不管是操作流程也好,血蓝条的位置也好或是对敌技能释放也好。相似的体验必然会带来熟悉感,所以在即时游戏中,既视感的出现会比现实中频繁很多。而游戏记忆也并不会像现实记忆那么繁杂,玩家们在产生既视感时,甚至能回忆起是曾经的哪个或是哪些瞬间,让自己在此刻产生了这样的熟悉感,进而这样的既视感还能促使玩家通过回忆想出解决当前状况的办法,所以即时游戏中的既视感并没有那么神秘,而本文也将利用游戏中的相似之处,通过实验触发即时游戏中的既视感,并研究即时游戏中的既视现象。


4、工业设计中的既视现象的运用

日本著名设计师深泽直人将既视感熟练地运用到新产品的设计中,唤起人们对新产品的熟悉感。他往往会去抽取现存的人和物体之间本就存在的关系,寻找一种关于物体共同拥有的记忆导入新设计中。简单来说就是“without thought”。

直观体现了“withoutthought”这个概念的示范性作品,正是深泽直人设计的MUJI CDPlayer。第一次看到它,人们大部分的注意力就集中到这个拉线式开关上,在再简单不过的设计元素中,不需要提醒,直觉就会去拉动那条悬挂在空中的线,启动开关,音乐流泻而出,在下意识的动作中进而得到一个惊喜,谁能不为这个绝妙的设计所打动?这个早已熟悉的拉线动作,它几乎是在无意识的状态下进行,且时常出现在生活中,设计师只是将它放进设计中,赋予CD Player一个“似曾相识”的新样式。这个设计让人们自然而然地使用:without thought。这就是所谓的,直觉设计。

我们又可以这么理解:人往往在无意识状态下会对同一事物产生相同的反应,他们在观看同一物件时,总会自然的找出对它感到有共鸣的地方。如果设计师能从生活和环境的观察中,抓住这些能让人产生共鸣、让人不假思索就自然能理解的元素,运用进设计中,这个产品自然会是一个好的设计。

而即时游戏中,信息的输入输出频繁快速,玩家的意识活动更加剧烈。适当在设计上巧妙运用既视感想必也能收到奇效。但在即时游戏中,既视感与哪些因素关系紧密?在设计时,又要如何把握这些因素让设计者能更好的在设计中把握既视感呢?这也引发了我的一系列的思考。

对即时游戏中既视感的猜想

基于对MUJI CD Player的思考,我们认为既视感引导的是“without thought”无意识的行为,但引发既视感,需要意识参与吗?

设计中加入一根拉线,我们会不自觉去拉,但如果摆在我们面前的是一根拉线,一个快门,一个开关……,我们会怎样?此时,我们的注意力被分散了,我们的第一选择,还是那根拉线吗?

所以在此,我大胆的做出了如下假设:注意作为意识活动中最不可缺的功能,是最早在心理学中提出的概念之一,虽然既视感引导的往往是无意识行为,但要产生既视感,首先要有注意这一意识行为,又由于即时游戏中的信息融合现象显著,使用户往往面临着诸多繁杂信息输入,并且要对各类信息进行融合,并根据融合信息做出决策,所以用户在游戏过程中,势必会面临着注意力分配的问题。

所以在正式实验我将研究的内容之一就是,注意力强弱对既视感的影响。具体也就是研究,如果在即时游戏中,用户是在注意力集中的情况下更容易产生既视现象,那么分别在注意力集中和分散的情况下进行实验,实验结果一定会出现显著差异。但如果既视现象属于不需要分配过多注意力的一种潜在记忆,只是稍稍一留神便可轻易触发,那么在注意力被分散的情况下,实验结果应该与注意力集中时相近。

  同时,即时游戏中既视现象和记忆程度是否相关,将是我研究的第二个问题,关于这一个问题,首先,我会在预实验将其论证,然后再在正式实验进一步深化。对场景的记忆程度,是否会影响既视感的产生,这既是对近年来科学界普遍认为既视现象的产生与长时记忆有关的一个论证,也是对第一个研究内容的一个补充。在即时游戏中,是不是对场景的记忆程度越深,越容易产生既视现象?或者有可能对场景的记忆程度在注意力集中时对既视现象的产生影响不是很大,但当注意力不集中时,记忆程度将会对既视现象的产生显著影响。




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