wayfinding as a restrictive information behaviorin computer game space

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1.the concept of computer game space
2.Wayfindingin computer game space;shadow of the colossus
3.Wayfindingas a information behavior

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wayfinding as a restrictive information behaviorin computer game space

  1. 1. wayfinding as a restrictive information behavior in computer game space
  2. 2. contents <ul><li>the concept of computer game space </li></ul><ul><li>Wayfinding in computer game space; shadow of the colossus </li></ul><ul><li>Wayfinding as a information behavior </li></ul>
  3. 3. <ul><li>1. The concept of computer game space B. Walther, Space in new media conception </li></ul>
  4. 4. <ul><li>The concept of space is connected with time. </li></ul><ul><li>Time provides space with depth, relations, and maybe – some would assert – it assigns narrative to space. </li></ul>
  5. 5. <ul><li>Space need to be perceived as a set-up for lines and trails that precisely move in time. </li></ul>
  6. 6. <ul><li>The mundane space that a human inhabits is not by nature geometrically; rather, it is structured in accordance with matter-of-fact actions. </li></ul>
  7. 7. <ul><li>In such a spatial environment various orientations are related to directions – practical vectorizations </li></ul>
  8. 8. <ul><li>Places, ranges of space, and things </li></ul><ul><li>VS </li></ul><ul><li>Dimensions, points, lines and absolute objects </li></ul>
  9. 9. <ul><li>When a human subject navigates through space it becomes contingent – where to go next? – and intentional: the use of space through motives and affects. </li></ul>
  10. 10. <ul><li>So, we can regard computer game as a navigable space. </li></ul><ul><li>It is both a semantic and a mathematical space. </li></ul>
  11. 11. <ul><li>The game space is constructed. </li></ul><ul><li>It is ‘nothing’ without the presence of the user within this represented world. </li></ul><ul><li>The game space is the result of numerous mathematical calculations, but it is furthermore a space that exports meaning and is open for meaning. </li></ul>
  12. 12. <ul><li>And the meaning of the game space is unveiled by spatial journey. </li></ul><ul><li>It is true that contemporary computer games present themselves as navigable spaces in which the trajectory of time is integrated into spatial journeys . </li></ul>
  13. 13. Renaissance realism Masaccio, Holy Trinity, 1425, Florence Italy
  14. 14. Renaissance realism <ul><li>The mathematical concept of projective space formalizes the elements that are put forward in Renaissance perspective. </li></ul>
  15. 15. Modernist painting Magritte, La tentative de l’impossible, 1925
  16. 16. Modernist painting <ul><li>Magritte’s two-dimensional trick folds the representational and conceptual space into one. </li></ul><ul><li>Space is not to be grasped in itself, rather, it must be explored . </li></ul>
  17. 17. Infinite layers <ul><li>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. </li></ul>
  18. 18. Cinematographical movability <ul><li>Game spaces are “dynamic screens”. And they convey images that changes over time. </li></ul>
  19. 19. Computer game space <ul><li>Renaissance realism </li></ul><ul><li>+ </li></ul><ul><li>Modernist painting </li></ul><ul><li>+ </li></ul><ul><li>cinema </li></ul>
  20. 20. Computer game space <ul><li>computer game spaces as ‘perfect forms’ because they synthesize central perspective, topological space, and cinematic motion. </li></ul>
  21. 21. <ul><li>2. Wayfinding in computer game space; shadow of the colossus </li></ul>
  22. 22. Shadow of the colossus <ul><li>What makes player dive to the game space is finding weak point of colossus. </li></ul><ul><li>In shortly, wayfinding to weak point. </li></ul>
  23. 23. Valus
  24. 24. Valus
  25. 25. <ul><li>3. Wayfinding as an information behavior </li></ul>
  26. 26. 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.
  27. 27. Wayfinding in game space especially in shadow of the colossus <ul><li>Restrictive information behavior which does not change the goal but only changes the strategy </li></ul><ul><li>The wayfinding is intertwined in the context of the situation. </li></ul>
  28. 28. references <ul><li>Lueg, P. C., Bidwell, N. J. (2005). Berrypicking in the real world </li></ul><ul><li>Walther, B. (2003). Space in New Media Conception – With Continual Reference to Computer Games and Game Graphics </li></ul><ul><li>Darken, R.P., & Peterson, B. (2001). Spatial Orientation, Wayfinding, and Representation. Handbook of Virtual Environment Technology. Stanney, K. Ed. </li></ul>

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