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Machinima Production Tools: A Vernacular History of a Creative Medium

机译:Machinima生产工具:创作媒介的白话史

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In recent years, HCI has shown a rising interest in the creative practices associated with massive online communities, including crafters, hackers, DIY, and other expert amateurs. One strategy for researching creativity at this scale is through an analysis of a community's outputs, including its creative works, custom created tools, and emergent practices. In this paper, we offer one such case study, a historical account of World of Warcraft (WoW) machinima (i.e., videos produced inside of video games), which shows how the aesthetic needs and requirements of video making community coevolved with the community-made creativity support tools in use at the time. We view this process as inhabiting different layers and practices of appropriation, and through an analysis of them, we trace the ways that support for emerging stylistic conventions become built into creativity support tools over time.
机译:近年来,HCI对与庞大的在线社区(包括手工艺者,黑客,DIY和其他专业业余爱好者)相关的创意实践表现出越来越浓厚的兴趣。大规模研究创造力的一种策略是通过分析社区的产出,包括其创造作品,定制工具和新兴实践。在本文中,我们提供了一个这样的案例研究,一个关于魔兽世界(WoW)machinima(即视频游戏内部制作的视频)的历史记录,它说明了视频制作社区的审美需求和要求如何与社区共同发展,制作了当时正在使用的创造力支持工具。我们认为此过程存在于不同的拨款层级和实践中,并且通过对它们的分析,我们追踪了随着时间的流逝,对新兴风格惯例的支持逐渐融入到创意支持工具中的方式。

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