Michael Nitsche

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As the metabolism of the games research community has sped up in the digital age, we witness a proliferation of literature on the theoretical and methodological underpinnings of game design. Video Game Spaces is one of the better books—primarily due to the interdisciplinary analytical approach employed by the author, Michael Nitsche. The book explores the(More)
As procedural content becomes a more appealing option for game development, procedurally determined context is necessary to structure and make sense of this content. We find that a useful means to structure content in 3D games is the quest. The task of generating necessary context then becomes one of quest generation. This paper describes how we implemented(More)
Procedural content generation holds many promises for the design, art, and production of video games. It also poses a number of challenges. This paper concentrates on the procedural generation of game spaces. We specifically argue for a connection of a player’s agency with the procedural world generation. First, space generation in games is broken down into(More)
We have developed an embodied puppet interface that translates a player's body movements to a virtual character, thus enabling the player to have a fine grained and personalized control of the avatar. To test the efficacy and short-term effects of this control interface, we developed a two-part experiment, where the performance of users controlling an(More)
We suggest that the dramatically engaging mediation of an experience of place should be built in as a fundamental capability of a compelling and meaningful virtual environment (VE). Our main objective is to develop flexible interactive techniques that supply VE’s with a coherent context and make the resulting ‘virtual place’ available to the user in a(More)
This paper investigates Bal’s concept of focalization for 3D video games. First, the argument traces focalization in the historical development of camera strategies in 3D video games. It highlights the detachment of the camera into an own interactive operator. Then, it exemplifies the visual focalization in video games using two case studies. In the(More)
TUIs have become part of a larger digital ecology. Thus, hybrid interface design that combines tangible with other interaction options is ever more important. This paper argues for the importance of such hybrid approaches for creative practices that use divergent collaborative processes. It presents the design, evolution, and implementation of such a hybrid(More)
We present evaluation techniques for a novice-oriented creativity support tool in the domain of digital filmmaking. Novices need help executing tasks as well as knowing which tasks are appropriate and the implications their decisions have for their creative product. With our tool, we focus on supporting critical domain knowledge that can enable novices to(More)
The present study was designed to investigate the incorporation of tools into the human body schema. Previous research on tool use suggests that through physical interaction with a tool, the representation of the body is adjusted to incorporate or “embody” the tool. The present experiment was conducted to test the limb-specific nature of tool embodiment.(More)