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Cybersport within non-classical ergonomics of immersive and interactive environments
Author(s) -
Sergey Sergeev,
Ivan Burmistrov
Publication year - 2019
Publication title -
iop conference series. earth and environmental science
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.179
H-Index - 26
eISSN - 1755-1307
pISSN - 1755-1315
DOI - 10.1088/1755-1315/337/1/012051
Subject(s) - interactivity , constructivism (international relations) , computer science , human–computer interaction , autopoiesis , natural (archaeology) , process (computing) , incarnation , artificial intelligence , multimedia , politics , international relations , archaeology , operating system , philosophy , theology , political science , law , history
The article is devoted to non-classical ergonomic of eSports. The theoretical foundations of non-classical and post-non-classical ergonomics of immersive and interactive environments are considered as applied to the activities of cybersportsmen. It is shown that the use of tools and the conceptual basis of classical ergonomics and engineering psychology are not enough to consider the self-organizing processes of mutual orientation of the gameplay participants in an artificial dynamic environment of activity. The new conceptual basis includes philosophical and natural science positions of radical and epistemological constructivism, which allows considering the recursive processes of autopoietic self-organization that take place in the subjective and communication sphere of gamers in the process of achieving a game result from a unified systemic position. The issues of professional training of gamers, the inclusion in the gaming environment, immersiveness and interactivity of artificial environments are considered. The problem of presence in the game world as criteria for the incarnation of the gamer’s “I” in the “I” of an effective game character is analyzed.

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