National Repository of Dissertations in Serbia
    • English
    • Српски
    • Српски (Serbia)
  • English 
    • English
    • Serbian (Cyrilic)
    • Serbian (Latin)
  • Login
View Item 
  •   NaRDuS home
  • Универзитет у Новом Саду
  • Факултет техничких наука
  • View Item
  •   NaRDuS home
  • Универзитет у Новом Саду
  • Факултет техничких наука
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Prostor u videoigrama kao novi oblik scenske arhitekture

Space in videogames as new form of scene architecture

Thumbnail
2019
Disertacija.pdf (12.50Mb)
IzvestajKomisije.pdf (303.1Kb)
Author
Mičkei, Karl
Mentor
Dinulović, Radivoje
Committee members
Atanacković-Jeličić, Jelena
Maraš, Igor
Bošković-Živanović, Romana
Stojković, Mirko
Dinulović, Radivoje
Metadata
Show full item record
Abstract
Ovaj rad ima za cilj da ispita prisutnost i značaj videoigara u kontekstu scenske arhitekture i da ukaže na rastući značaj jedne mlade discipline, a to je kreiranje prostora u videoigrama. Teorijski i naučno-istraživački deo rada ukazuju, svaki na svoj način, na već postojeće i nove moguće oblike primene koncepata prostora i vizuelnih percepcija iz oblasti arhitekture i urbanizma u oblasti kreiranja videoigara. Od Vitruvijevog trojnog načela, preko trojnog načela ključnih odrednica videoigara i problematike prostornih situacija, do uloge i položaja korisnika/igrača u kontekstu sadejstva sa datim prostorom, u radu je predočen niz načina na koje elementi arhitektonskog teorijskog nasleđa, pre svega elementi i principi scenske arhitekture, mogu biti implementirani u proces kreiranja prostora u videoigrama.
The goal of this thesis is to examine the presence and significance of videogames in the context of scene architecture and to indicate a growing importance of a young field – level design in videogames. Theoretical and scientific research portions of the paper point, each in their own manner, to existing as well as new modes of applying concepts of space and visual perception from the domain of architecture and urbanism in the field of videogame design. This paper offers a significant number of methods of implementing aspects of architectural theory heritage, primarily elements and principles of scene architecture, in the process of designing space in videogames - starting with Vitruvius’s triple principle, followed by the triple principle of key features of videogames and the issue of spatial situations, to the role and position of user/player in the context of cooperation with a given space.
Faculty:
Универзитет у Новом Саду, Факултет техничких наука
Date:
23-04-2019
Keywords:
prostor videoigre / videogame space / kreiranje nivoa / vizuelna percepcija / prisustvo / tok / prost. situacije / prost. pripovedanje / narativna arhitektura / level design / visual perception / presence / flow / spatialsituations / spatial narration / narrative architecture
[ Google Scholar ]
Handle
https://hdl.handle.net/21.15107/rcub_nardus_11080
URI
https://nardus.mpn.gov.rs/handle/123456789/11080
https://www.cris.uns.ac.rs/DownloadFileServlet/Disertacija154772825752070.pdf?controlNumber=(BISIS)110167&fileName=154772825752070.pdf&id=12523&source=NaRDuS&language=sr
https://www.cris.uns.ac.rs/record.jsf?recordId=110167&source=NaRDuS&language=sr
https://www.cris.uns.ac.rs/DownloadFileServlet/IzvestajKomisije154772824389780.pdf?controlNumber=(BISIS)110167&fileName=154772824389780.pdf&id=12520&source=NaRDuS&language=sr

DSpace software copyright © 2002-2015  DuraSpace
About NaRDus | Contact us

OpenAIRERCUBRODOSTEMPUS
 

 

Browse

All of DSpaceUniversities & FacultiesAuthorsMentorCommittee membersSubjectsThis CollectionAuthorsMentorCommittee membersSubjects

DSpace software copyright © 2002-2015  DuraSpace
About NaRDus | Contact us

OpenAIRERCUBRODOSTEMPUS