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>However, according to Gibson (1986), affordances are something we perceive, rather than “learn”, “develop”, or “add”; affordances are properties of objects, which are perceived in relation to an agent’s bodily properties and capabilities.
[[The Challenge of Managing Affordances in Computer Game Play>http://www.jana-rambusch.net/publications.html]]
>What we perceive are affordances, and they are what they provide or offer an animal in terms of possible actions, for good or for ill.
[[The Challenge of Managing Affordances in Computer Game Play>http://www.jana-rambusch.net/publications.html]]
>She walks towards the door, and “bumps” into it because she cannot pass through. The door has the affordance “approach-able”, but it does not have the affordance “pass-through-able”. However, the information that the player perceives is “the door can be passed through”, otherwise she would not have opted for that action. The “pass-through-ableness” of the door was a misperceived affordance.
[[The Challenge of Managing Affordances in Computer Game Play>http://www.jana-rambusch.net/publications.html]]
>However, in Gibson’s perspective, there is affordance (which either exists or not) and information that specif ies the affordance (which sometimes can be misperceived), and they are always relative to the agent’s action capabilities.
[[The Challenge of Managing Affordances in Computer Game Play>http://www.jana-rambusch.net/publications.html]]
*文献
-[[Affordance in Interaction>http://doc.utwente.nl/67068/]], European Conference on Cognitive Ergonomics 2006
-[[Representational affordances in design, with examples from analogy making and optimization>http://mason.gmu.edu/~jgero//publications/2011.html]], 2011
>However, according to Gibson (1986), affordances are something we perceive, rather than “learn”, “develop”, or “add”; affordances are properties of objects, which are perceived in relation to an agent’s bodily properties and capabilities.
[[The Challenge of Managing Affordances in Computer Game Play>http://www.jana-rambusch.net/publications.html]]
>What we perceive are affordances, and they are what they provide or offer an animal in terms of possible actions, for good or for ill.
[[The Challenge of Managing Affordances in Computer Game Play>http://www.jana-rambusch.net/publications.html]]
>She walks towards the door, and “bumps” into it because she cannot pass through. The door has the affordance “approach-able”, but it does not have the affordance “pass-through-able”. However, the information that the player perceives is “the door can be passed through”, otherwise she would not have opted for that action. The “pass-through-ableness” of the door was a misperceived affordance.
[[The Challenge of Managing Affordances in Computer Game Play>http://www.jana-rambusch.net/publications.html]]
>However, in Gibson’s perspective, there is affordance (which either exists or not) and information that specif ies the affordance (which sometimes can be misperceived), and they are always relative to the agent’s action capabilities.
[[The Challenge of Managing Affordances in Computer Game Play>http://www.jana-rambusch.net/publications.html]]
*文献
-[[Affordance in Interaction>http://doc.utwente.nl/67068/]], European Conference on Cognitive Ergonomics 2006