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Rechtsfragen der Unversehrtheit bei Werken der GegenwartskunstMarfurt, Deborah. January 2008 (has links) (PDF)
Master-Arbeit Univ. St. Gallen, 2008.
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Bridging the gap between artist and audience : An exploratory comparative study on the cognitive impact of proficiency and applied mental models on the unmediated understanding of design and affordance.Palmblad, Johannes January 2016 (has links)
The purpose of this study was to examine the relationship between culture, affordance and proficiency. Further, to study the possibility of a cognitive gap between artists and the audience they design for, akin to the Designer-User gap in interaction design and user experience research. In order to contextualize the issue studied, relevant theories in ecological psychology, visual literacy, image interpretation and cognitive models are presented and discussed alongside contemporary industry issues that may have arisen from this type of cognitive gap. As artist and audience might have these vastly different interpretations of identical visual material, conveying or communicating specific design ideas or aesthetics may be compromised or lost in translation, negatively influencing visual communication. The study compared a set of individuals matching either the label of concept artist or target game audience on their unmediated reactions and mental heuristics when encountering a novel design from a familiar genre, using a method of concurrent verbalization. Results were discussed and compared to prevailing theories in cognition, user experience design and the presented research question. Said results indicate that there are distinct variations between how artists and audience apply their heuristics for unmediated design interpretation, although it also provides a few tentative suggestions as to a few methods in which said issue could be circumvented or surmounted.
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Form och Karaktärsdesign : Formens påverkan på hur människor uppfattar datorspelskaraktärer / SHAPE AND CHARACTER DESIGN : The affect of shape when humans perceive computer game charactersZelander Bävholm, Charlotta January 2013 (has links)
Denna undersökning syftade till att undersöka om människor uppfattade karaktärers personlighet olika beroende på vilken geometrisk form som vävts in i deras design. För att ge en bakgrund till undersökningen går arbetet igenom tidigare undersökningar gällande geometriska former och känslor, ikonografisk analys av bilder på karaktärer, stereotypiska karaktärer och karaktärsdesign. Som material för undersökningen skapades sex stycken konceptbilder på karaktärer, en kvinnlig och en manlig för var av de geometriska former som undersöktes: Cirkel, rektangel och triangel. Undersökningen utfördes med hjälp av en enkät där högstadieelever fick kryssa i de personlighetsdrag de förknippade med de olika karaktärerna, samt motivera sina val. Resultatet visade att geometriska former påverkade hur respondenterna uppfattade karaktärernas personlighet, men också att många andra attribut spelade en roll, som till exempel ansiktsdrag, kroppshållning och kläder. Slutsatsen skulle kunna bevisas bättre om fler, liknande arbeten gjordes, som fokuserade på flera åldersgrupper eller ställde fler djupgående frågor.
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Karaktärsdesign för digitala samlarkortspel till mobiltelefonRönning, Elinore January 2012 (has links)
Detta arbetes syfte har varit att undersöka ifall det går att visuellt förmedla digitala samlarkortspels karaktärers personlighet och egenskaper, samt vilken miljö de vistas i, väl på en mobiltelefon trots dess begränsade skärmyta.
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Dan Graham, Peter Eisenmann - Positionen zum KonzeptPerren, Claudia. January 2005 (has links)
Zugl.: Kassel, University, Diss., 2005. / Download lizenzpflichtig.
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Varma och kalla färger som stöd för karaktärsdesignprocessen. : En studie inom Concept Art för datorspel / Warm and cool colours as aid in the character design process. : A study in Concept Art for Computer GamesArslan, Tursic January 2011 (has links)
Denna undersökning har syftat till att testa om varma/kalla färger kan påverka uppfattningen av en karaktärs uttryck när de används på karaktärskoncept. Undersök-ningen bygger på tidigare forskning om hur färg uppfattas och vilka intryck kalla/varma färger ger.
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Arte, estética e design nos games: a arte de conceito como forma de expressão poética no processo de design dos jogos digitaisBlanco, Felipe 28 September 2017 (has links)
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Previous issue date: 2017-09-28 / meanings, and relevance to digital games. Investigating the theme
and perspectives ranging from the classical Renaissance proposal to
an approach to hermeneutic phenomenology, it meets the approach
of current concept artists for games. In this sense, it carries out the
positions of concept artists for games that present a variety and a rich
panorama of the issue in the field of the artistic production oriented
to digital games. From there the research goes towards the problem
of concept art in two significant digital productions. The first of
them, consecrated in the PlayStation platform amongst the entertainment,
shows that it is possible that digital games can be oriented
to an artistic perception within the field of the entertainment media
positioning itself next to blockbuster productions. The second case,
in reverse of the first one, shows the importance of the concept art
within the academic research developed in research groups inside
Brazilian universities. The research closes its perspective analyzing
the position of the artists, the concept art inside the international industry
field and its academic perspectives showing its relevance and
concluding by its own defense to promote the culture and the thought
of the poetic perspective in games / A presente investigação de mestrado trata da arte de conceito, seu
sentido e relevância para os jogos digitais. Investigando o tema e
perspectivas que vão desde a proposta clássica do Renascimento passando
por uma abordagem da fenomenologia hermenêutica, ela encontra
o pensamento dos atuais artistas de conceito para games.
Nesse sentido realiza um levantamento de posições de artistas de
conceito para jogos que apresentam um panorama variado e rico da
questão no campo da produção artística orientada para os jogos digitais.
A partir daí a pesquisa se direciona para o exame da questão da
arte de conceito em duas produções digitais significativas. A primeira
delas consagrada na plataforma PlayStation e que adentra a esfera
do entretenimento, mostrando que é possível o trabalho de jogos digitais
orientado a uma percepção artística dentro do campo das mídias
do entretenimento se colocando paripasso ao lado de produções
blockbusters. O segundo caso analisado, ao avesso do primeiro, mostra
a importância da arte de conceito dentro da própria pesquisa acadêmica
desenvolvida em núcleos de pesquisa na universidade brasileira.
A pesquisa encerra a sua perspectiva analisando a posição dos
artistas, a arte de conceito no campo da indústria internacional e a
sua perspectiva acadêmica mostrando a sua relevância e concluindo
por uma defesa da mesma dentro deu uma promoção da cultura e do
pensamento da perspectiva poética no interior dos jogos digitais
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The role of the artist in self-referent artDz̆alto, Davor January 2006 (has links)
Zugl.: Freiburg (Breisgau), Univ., Diss., 2006
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Varelsedesign : en metodLindahl, Felix January 2013 (has links)
My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions. When the production was completed I received feedback from the game design group and conducted an analysis of the method, based on their feedback and my own conclusions, to further improve upon this method.
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Öga för skräck : En studie av hur djurögon kan påverka karaktärsdesign ur ett skräckperspektivStålhult, Alexander January 2012 (has links)
Syftet med detta examensarbete var att ta reda på vilka typer av djurögon applicerade på en mänsklig karaktär som kan uppfattas som mer eller mindre skrämmande. Arbetet grundar sig på teorier om fiendedesign i skräckspel samt ögonens anatomi. Sex konceptbilder skapades och användes till 15 semistrukturerade intervjuer. Fem frågor rörande de sex karaktärerna med olika djurögon gav svar på frågeställningen i arbetet. Resultatet från denna undersökning visar att färg och form har en viss betydelse för hur en betraktare upplever vad som är skrämmande för de utvalda ögonen.
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