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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

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>

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