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TED演讲:为什么把《小精灵》带到艺术博物馆(5)

时间:2018-10-31 01:27:23

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(单词翻译)

   So, I'm making fun of it, but we discussed this for so many days. 好吧,我在嘲笑它,但是我们讨论这件事有许多天了。

  You have no idea.  你一点主意也没有。
  And to this day, I am ambivalent,  至今我仍然在矛盾着。
  but when you have instead games like Flow, there's no doubt.  但是当你有替代的游戏像《浮游世界》,当然毫无疑问。
  It's like, it's about serenity1 and it's about sublime2.  它有点像是关于宁静和崇高的。
  It's about experiencing what it means to be a sea creature.  它是关于体验变成海洋生物意味着什么。
  Then we have a few also side-scrollers -- classical ones.  我们也有少量像《横向卷轴》等的经典游戏。
  So it's quite a hefty collection.  这的确是一个巨大的收藏。
  And right now, we started with the first 14,  现在,让我们从最初的14个开始,
  but we have several that are coming up,  我们还有数个即将收购的游戏,
  and the reason why we haven't acquired them yet is because you don't acquire just the game. 为什么我们还没有收购它们呢?因为你不会只收购游戏,
  You acquire the relationship with the company.  你还收购与公司之间的关系。
  What we want, what we aspire3 to, is the code.  我们想要,渴望得到的是代码。
  It's very hard to get, of course.  当然,这是很难得到的。
  But that's what would enable us to preserve the video games for a really long time, 不过这也使我们能够在一段很长的时间里保存游戏。
  and that's what museums do.  这也是博物馆所做的。
  They also preserve artifacts for posterity4.  当然他们也为后人保存文物。
  In absence of the code, because, you know,  因为,你们知道,如果没有代码,
  video game companies are not very forthcoming in some cases,  电子游戏公司在某些情况下不是很愿意,
  in absence of that, we acquire the relationship with the company.  在没有代码的情况下,我们收购与公司的关系。
  We're going to stay with them forever.  我们将永远和它们在一起,
  They're not going to get rid of us.  他们不会摆脱我们。
  And one day, we'll get that code.  总有一天,我们会得到那个代码。
  But I want to explain to you the criteria5 that we chose for interaction design. Aesthetics6 are really important. 但是我想向你们解释我们选择交互设计的准则,美学是非常重要的。
  And I'm showing you Core War here,  在这儿我想向你们展示《磁芯大战》,
  which is an early game that takes advantage aesthetically7 of the limitations of the processor. 它是一种早期的游戏,从美学上利用处理器的局限性。
  So the kind of interferences that you see here that look like beautiful barriers in the game 你在这里看到的这种干扰,看起来像游戏中的美丽屏障,
  are actually a consequence of the processor's limitedness,  事实上是处理器局限性的后果,
  which is fantastic. So aesthetics is always important.  真是很奇妙。所以美学始终是非常重要的。
  And so is space, the spatial8 aspect of games.  游戏的空间方面也是如此。
  You know, I feel that the best video games are the ones that have really savvy9 architects 我觉得最好的电子游戏是那些在幕后由真正资深的设计师制作的。
  that are behind them, and if they're not architects,  如果他们不是受过良好训练的架构师,
  bona fide trained in architecture, they have that feeling.  他们就不会有这种感觉。
  But the spatial evolution in video games is extremely important.  但空间演变在电子游戏中是极其重要的。
  Time. The way we experience time in video games,  时间,我们在电子游戏中度过时间的方式,
  as in other forms of interaction design, is really quite amazing. 像在其它形式的交互设计中一样,确实是令人惊叹的。
  It can be real time or it can be the time within the game,  它可以是真实的时间,也可以是游戏中的时间。
  as is in Animal Crossing, where seasons follow each other at their own pace. 例如在《动物之森》中,季节以各自的节奏更替。
  So time, space, aesthetics, and then, most important, behavior. 所以时间,空间,美学,然后,最重要的行为。
  The real core issue of interaction design is behavior.  交互设计的真正的核心问题是行为。
  Designers that deal with interaction design behaviors  设计师们处理交互设计行为。
  that go to influence the rest of our lives.  这些行为去影响我们生活的其它部分。
  They're not just limited to our interaction with the screen.  它们并不局限于我们与屏幕的互动。
  In this case, I'm showing you Marble Madness, which is a beautiful game 在这个例子中,我将给你们展示《疯狂石头》。这是一个美丽的游戏。
  in which the controller is a big sphere that vibrates with you,  控制者是一个大球体和你一起颤动,
  so you have a sphere that's moving in this landscape,  所以在这种风景下你有一个运动的球体。
  and the sphere, the controller itself, gives you a sense of the movement.  这个球体,控制者本身,给了你运动的感觉。
  In a way, you can see how video games are the purest aspect of interaction design 某种程度上,你可以看到电子游戏怎样是最纯净的交互设计方面,
  and are very useful to explain what interaction is.  以及在解释交互设计是什么时是如此的有用。
  We don't want to show the video games  我们不想使用一些设备来展示电子游戏,
  with the paraphernalia10. No arcade11 nostalgia12.  没有怀旧街机游戏。
  If anything, we want to show the code,  如果可以的话,我们想展示代码。
  and here you see Ben Fry's distellamap of Pac-Man, of the Pac-Man code. 这里你看到Ben Fry的《小精灵》游戏的操作代码与图形的混合。

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1 serenity fEzzz     
n.宁静,沉着,晴朗
参考例句:
  • Her face,though sad,still evoked a feeling of serenity.她的脸色虽然悲伤,但仍使人感觉安详。
  • She escaped to the comparative serenity of the kitchen.她逃到相对安静的厨房里。
2 sublime xhVyW     
adj.崇高的,伟大的;极度的,不顾后果的
参考例句:
  • We should take some time to enjoy the sublime beauty of nature.我们应该花些时间去欣赏大自然的壮丽景象。
  • Olympic games play as an important arena to exhibit the sublime idea.奥运会,就是展示此崇高理念的重要舞台。
3 aspire ANbz2     
vi.(to,after)渴望,追求,有志于
参考例句:
  • Living together with you is what I aspire toward in my life.和你一起生活是我一生最大的愿望。
  • I aspire to be an innovator not a follower.我迫切希望能变成个开创者而不是跟随者。
4 posterity D1Lzn     
n.后裔,子孙,后代
参考例句:
  • Few of his works will go down to posterity.他的作品没有几件会流传到后世。
  • The names of those who died are recorded for posterity on a tablet at the back of the church.死者姓名都刻在教堂后面的一块石匾上以便后人铭记。
5 criteria vafyC     
n.标准
参考例句:
  • The main criterion is value for money.主要的标准是钱要用得划算。
  • There are strict criteria for inclusion in the competition.参赛的标准很严格。
6 aesthetics tx5zk     
n.(尤指艺术方面之)美学,审美学
参考例句:
  • Sometimes, of course, our markings may be simply a matter of aesthetics. 当然,有时我们的标点符号也许只是个审美的问题。 来自名作英译部分
  • The field of aesthetics presents an especially difficult problem to the historian. 美学领域向历史学家提出了一个格外困难的问题。
7 aesthetically EKPye     
adv.美地,艺术地
参考例句:
  • Segmental construction contributes toward aesthetically pleasing structures in many different sites. 对于许多不同的现场条件,分段施工都能提供美观,颇有魄力的桥型结构。
  • All isolation techniques may be aesthetically unacceptable or even dirty. 所有的隔离方法都有可能在美观方面使人难以接受,或甚至是肮脏的。
8 spatial gvcww     
adj.空间的,占据空间的
参考例句:
  • This part of brain judges the spatial relationship between objects.大脑的这部分判断物体间的空间关系。
  • They said that time is the feeling of spatial displacement.他们说时间是空间位移的感觉。
9 savvy 3CkzV     
v.知道,了解;n.理解能力,机智,悟性;adj.有见识的,懂实际知识的,通情达理的
参考例句:
  • She was a pretty savvy woman.她是个见过世面的漂亮女人。
  • Where's your savvy?你的常识到哪里去了?
10 paraphernalia AvqyU     
n.装备;随身用品
参考例句:
  • Can you move all your paraphernalia out of the way?你可以把所有的随身物品移开吗?
  • All my fishing paraphernalia is in the car.我的鱼具都在汽车里。
11 arcade yvHzi     
n.拱廊;(一侧或两侧有商店的)通道
参考例句:
  • At this time of the morning,the arcade was almost empty.在早晨的这个时候,拱廊街上几乎空无一人。
  • In our shopping arcade,you can find different kinds of souvenir.在我们的拱廊市场,你可以发现许多的纪念品。
12 nostalgia p5Rzb     
n.怀乡病,留恋过去,怀旧
参考例句:
  • He might be influenced by nostalgia for his happy youth.也许是对年轻时幸福时光的怀恋影响了他。
  • I was filled with nostalgia by hearing my favourite old song.我听到这首喜爱的旧歌,心中充满了怀旧之情。

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