{"resolved":true,"match_type":"uuid","source_type":"original_book","book_id":"ed4482f9-2315-47ea-9750-97bb05c9236b","title":"感官技术：控制论生物体的调解","author":null,"edition":null,"publisher":null,"year":null,"isbn":"0415970164","requested_by":"printed_page","book":{"source_type":"original_book","book_id":"ed4482f9-2315-47ea-9750-97bb05c9236b","id":"ed4482f9-2315-47ea-9750-97bb05c9236b","uuid":"ed4482f9-2315-47ea-9750-97bb05c9236b","title":"感官技术：控制论生物体的调解","normalized_title":"感官技术控制论生物体的调解","author":null,"edition":null,"publisher":null,"year":null,"isbn":"0415970164","isbns":["0415970164","0415970156","9780415970167","9780415970150"],"parsed":true,"ai_readable":true,"document_type":"book","page_count":342,"navigation_url":"https://workshop.closeclaw.top/ai/book/ed4482f9-2315-47ea-9750-97bb05c9236b","title_url":"https://workshop.closeclaw.top/ai/title/%E6%84%9F%E5%AE%98%E6%8A%80%E6%9C%AF%EF%BC%9A%E6%8E%A7%E5%88%B6%E8%AE%BA%E7%94%9F%E7%89%A9%E4%BD%93%E7%9A%84%E8%B0%83%E8%A7%A3","fixed_page_url_template":"https://workshop.closeclaw.top/ai/book/ed4482f9-2315-47ea-9750-97bb05c9236b/page/{printed_page}","path_api_url_template":"https://workshop.closeclaw.top/api/ai/book/ed4482f9-2315-47ea-9750-97bb05c9236b/page/{printed_page}","read_url":"https://workshop.closeclaw.top/api/ai/read/ed4482f9-2315-47ea-9750-97bb05c9236b","page_url":"https://workshop.closeclaw.top/api/ai/books/ed4482f9-2315-47ea-9750-97bb05c9236b/page","search_url":"https://workshop.closeclaw.top/api/ai/books/ed4482f9-2315-47ea-9750-97bb05c9236b/search"},"page":{"printed_page":32,"pdf_page":44,"physical_index":44,"physical_index_base":0,"printed_page_status":"recognized","page_sha256":"7ba2953f0cd83ab4854c253764ddffc7bdac9745d2fc7568e6c27a122b7adb33"},"chapter":"hodiPs ICOOP-","content":"她的行为和系统的反应。这种环境在画廊的参与者之间建立了一个实时通信电路，参与者会遇到他们身体的投影二维图像，而位于单独空间的艺术家则使用数据平板和笔直接在投影屏幕上作画，从而引起参观者的反应，并刺激与参观者的进一步互动(见图1.2)。正如Andy卡梅隆最近指出的那样，元游戏为Krueger提供了一个“探索他在《glowflow》中无法探索的互动类型的机会——一种明确的互动，能够将人们吸引到一种新的美学体验中。””5\n\n与自发地(通常是错误地)出现在Glowflow中的无定形和非定向的动作-反应耦合不同，元游戏通过将(访客)动作和(系统)反应隔离并嵌入紧密耦合的、清晰描绘的电路中，从而精确地澄清了(访客)动作和(系统)反应之间的相关性。为了实现这种隔离，环境牺牲了反应的自主性。正如卡梅隆所指出的那样，因为创造一个真正的交互式计算机支持的响应环境的技术是不可用的(至少对Krueger来说)，他被迫“模拟交互技术，使用屏幕后面的人(在元游戏的情况下是美工)来提供系统响应。在这种对经典图灵测试的奇怪而又奇怪的生产性逆转中，“参与者会认为他们正在与一个交互式环境进行交互，\n\nBodies in Code\n\n32","previous_page":31,"next_page":33}