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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Episodes of Feelings

Guney, Diyana January 2020 (has links)
Exploring narrative driven architecture.Architecture has been used as a physical medium that goes beyond providing shelter, but also to tell stories or document historical epochs. The architectural structures of old were designed to give its visitors an experience steeped in narrative such as biblical scriptures or even engender feelings of awe as they passed through a space. This is evident in the well established culture of architecture being something you experience, not merely a thing viewed through images. A building can not speak to you without you being beside or inside it. Architecture is an experience, an adventure and it is storytelling. “ Understanding nor organising are not enough nor necessary” (John Hejduk). This project was an opportunity for me to go after my dreams and passion of exploring storytelling through architecture. My love for film and cinema, fairytales, magic and myths. To somehow connect architecture to my passion of storytelling, whilst being challenging, has taken me to places unknown and helped me rediscover architecture, space and the human itself. The project is not about creating space for purpose, or purpose out of space, it is an experimentation of how space and design can be formed solely based on a narrative and the narratives view and understanding of the world. Is it not a psychoanalysis but merely an adventure where I invite you to feel and understand a person and his feelings through the help of architecture and design. The space will tell you everything that you need to think about.
2

Sky, Earth, Horizon: Explorations in Transformative Architecture

Haarmann, David B. 10 September 2015 (has links)
No description available.
3

The Journey from Chinese Landscape Paintings to Architecture

Zhao, Yanji 27 October 2017 (has links)
No description available.
4

Prostor u videoigrama kao novi oblik scenske arhitekture / Space in videogames as new form of scene architecture

Mičkei Karl 23 April 2019 (has links)
<p>Ovaj rad ima za cilj da ispita prisutnost i značaj videoigara u<br />kontekstu scenske arhitekture i da ukaže na rastući značaj jedne mlade<br />discipline, a to je kreiranje prostora u videoigrama. Teorijski i<br />naučno-istraživački deo rada ukazuju, svaki na svoj način, na već<br />postojeće i nove moguće oblike primene koncepata prostora i vizuelnih<br />percepcija iz oblasti arhitekture i urbanizma u oblasti kreiranja<br />videoigara. Od Vitruvijevog trojnog načela, preko trojnog načela<br />ključnih odrednica videoigara i problematike prostornih situacija,<br />do uloge i položaja korisnika/igrača u kontekstu sadejstva sa datim<br />prostorom, u radu je predočen niz načina na koje elementi<br />arhitektonskog teorijskog nasleđa, pre svega elementi i principi<br />scenske arhitekture, mogu biti implementirani u proces kreiranja<br />prostora u videoigrama.</p> / <p>The goal of this thesis is to examine the presence and significance of<br />videogames in the context of scene architecture and to indicate a growing<br />importance of a young field &ndash; level design in videogames. Theoretical and<br />scientific research portions of the paper point, each in their own manner, to<br />existing as well as new modes of applying concepts of space and visual<br />perception from the domain of architecture and urbanism in the field of<br />videogame design. This paper offers a significant number of methods of<br />implementing aspects of architectural theory heritage, primarily elements and<br />principles of scene architecture, in the process of designing space in<br />videogames - starting with Vitruvius&rsquo;s triple principle, followed by the triple<br />principle of key features of videogames and the issue of spatial situations, to<br />the role and position of user/player in the context of cooperation with a given<br />space.</p>
5

Representations of the city in video games

Schweizer, Bobby 08 April 2009 (has links)
This research strives to characterize the means by which video game players experience and understand the space of the game city during the course of play. Three-dimensional video game cities are neither static environments nor stationary views; rather, they are experienced through movement, action, and play. Our experiences of new places are not developed at a glance. Instead, they are cultivated through use over time. This work utilizes games that take place in constructed versions of New York City as a case study. By focusing on the ways players navigate spaces, we can understand how they construct spatial awareness and how this space is transformed into a meaningful place of play. In order to come to this understanding, this study asks a series of questions: How are these spaces arranged? How does the player move through the space and how does the game teach spatial navigation? What actions are performed in the space and how is gameplay adapted for the city environment? And how do of narrative environments contribute to a player's identification with the space? These questions are examined within a framework of urban, cultural, and game studies. I examine techniques that are employed by video game city designers to help players navigate space and make it meaningful. Additionally, this research poses areas for future expansion and experimentation with game cities.

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