A fast calculation is favorable in this case, that’s why we propose to use the Mass-Spring System (MSS) instead of the widely used FE method to model the soft tissues of the residual limb. ![]() This process is fully based on the virtual model of the patient’s residual limb and relies on the calculation of the socket-stump interaction. The thesis aims to conduct a deep analysis of an optimal design of the prosthetic socket by studying and developing an alternative computer-aided design process. The current practice is expensive and relies on the manual refinements of the orthopedic technician, and the fit quality strictly correlates with his skills as well as the subjective feedback of the patient. The state-of-the-art prosthetic production is still missing universal numerical standards to design a socket. Without a proper socket shape and fit, the prosthesis becomes uncomfortable, or even unusable, and causes pain and skin issues. It is the most critical part of the prosthesis, customized to fit with the unique residual limb of the amputee. The prosthetic socket, an essential interface element between the patient's stump and prosthetic device, is most often the place where the degree of prosthetic success is defined. This framework and its nuanced vocabulary can lead to an understanding of game feel that is shared between practitioners and researchers as highlighted in the concluding future research section. These three design intents are the main means through which designers control minute details of interactivity and inform the player's reaction. Streamlining allows a game to act on the intention of the player, supporting the execution of actions in the game. Juicing is the act of polishing amplification and it results in empowerment and provides clarity of feedback by communicating the importance of game events. Tuning the physicality of game objects creates cohesion, predictability, and the resulting movement informs many other design aspects. In these domains, the act of polishing that determines game feel, takes the shape of tuning, juicing, and streamlining respectively. ![]() ![]() This resulted in three different domains of intended player experiences: physicality, amplification, and support. We analysed over 200 sources and categorised their content according to the design purpose presented. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design, including context from related areas. Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games.
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