wayfinding as a restrictive information behaviorin computer game space

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    wayfinding as a restrictive information behaviorin computer game space - Presentation Transcript

    1. wayfinding as a restrictive information behavior in computer game space
    2. contents
      • the concept of computer game space
      • Wayfinding in computer game space; shadow of the colossus
      • Wayfinding as a information behavior
      • 1. The concept of computer game space B. Walther, Space in new media conception
      • The concept of space is connected with time.
      • Time provides space with depth, relations, and maybe – some would assert – it assigns narrative to space.
      • Space need to be perceived as a set-up for lines and trails that precisely move in time.
      • The mundane space that a human inhabits is not by nature geometrically; rather, it is structured in accordance with matter-of-fact actions.
      • In such a spatial environment various orientations are related to directions – practical vectorizations
      • Places, ranges of space, and things
      • VS
      • Dimensions, points, lines and absolute objects
      • When a human subject navigates through space it becomes contingent – where to go next? – and intentional: the use of space through motives and affects.
      • So, we can regard computer game as a navigable space.
      • It is both a semantic and a mathematical space.
      • The game space is constructed.
      • It is ‘nothing’ without the presence of the user within this represented world.
      • The game space is the result of numerous mathematical calculations, but it is furthermore a space that exports meaning and is open for meaning.
      • And the meaning of the game space is unveiled by spatial journey.
      • It is true that contemporary computer games present themselves as navigable spaces in which the trajectory of time is integrated into spatial journeys .
    3. Renaissance realism Masaccio, Holy Trinity, 1425, Florence Italy
    4. Renaissance realism
      • The mathematical concept of projective space formalizes the elements that are put forward in Renaissance perspective.
    5. Modernist painting Magritte, La tentative de l’impossible, 1925
    6. Modernist painting
      • Magritte’s two-dimensional trick folds the representational and conceptual space into one.
      • Space is not to be grasped in itself, rather, it must be explored .
    7. Infinite layers
      • The Alberti space of computer game modelling basically works as a bottom-up technique; take the wire frame, juxtapose textures, lights, and ambient objects; then add movement, and the illusion of depth.
    8. Cinematographical movability
      • Game spaces are “dynamic screens”. And they convey images that changes over time.
    9. Computer game space
      • Renaissance realism
      • +
      • Modernist painting
      • +
      • cinema
    10. Computer game space
      • computer game spaces as ‘perfect forms’ because they synthesize central perspective, topological space, and cinematic motion.
      • 2. Wayfinding in computer game space; shadow of the colossus
    11. Shadow of the colossus
      • What makes player dive to the game space is finding weak point of colossus.
      • In shortly, wayfinding to weak point.
    12. Valus
    13. Valus
      • 3. Wayfinding as an information behavior
    14. process FIGURE 1. A model of navigation adapted from Jul and Furnas (1997) Darken, R.P., & Peterson, B. (2001). Spatial Orientation, Wayfinding, and Representation. Handbook of Virtual Environment Technology. Stanney, K. Ed.
    15. Wayfinding in game space especially in shadow of the colossus
      • Restrictive information behavior which does not change the goal but only changes the strategy
      • The wayfinding is intertwined in the context of the situation.
    16. references
      • Lueg, P. C., Bidwell, N. J. (2005). Berrypicking in the real world
      • Walther, B. (2003). Space in New Media Conception – With Continual Reference to Computer Games and Game Graphics
      • Darken, R.P., & Peterson, B. (2001). Spatial Orientation, Wayfinding, and Representation. Handbook of Virtual Environment Technology. Stanney, K. Ed.

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