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Space in videogames as new form of scene architecture

dc.contributor.advisorDinulović, Radivoje
dc.contributor.otherAtanacković-Jeličić, Jelena
dc.contributor.otherMaraš, Igor
dc.contributor.otherBošković-Živanović, Romana
dc.contributor.otherStojković, Mirko
dc.contributor.otherDinulović, Radivoje
dc.creatorMičkei, Karl
dc.date.accessioned2019-05-16T11:26:01Z
dc.date.available2019-05-16T11:26:01Z
dc.date.available2020-07-03T14:06:47Z
dc.date.issued2019-04-23
dc.identifier.urihttps://nardus.mpn.gov.rs/handle/123456789/11080
dc.identifier.urihttps://www.cris.uns.ac.rs/DownloadFileServlet/Disertacija154772825752070.pdf?controlNumber=(BISIS)110167&fileName=154772825752070.pdf&id=12523&source=NaRDuS&language=srsr
dc.identifier.urihttps://www.cris.uns.ac.rs/record.jsf?recordId=110167&source=NaRDuS&language=srsr
dc.identifier.urihttps://www.cris.uns.ac.rs/DownloadFileServlet/IzvestajKomisije154772824389780.pdf?controlNumber=(BISIS)110167&fileName=154772824389780.pdf&id=12520&source=NaRDuS&language=srsr
dc.description.abstractOvaj 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.sr
dc.description.abstractThe 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.en
dc.languagesr (latin script)
dc.publisherУниверзитет у Новом Саду, Факултет техничких наукаsr
dc.rightsopenAccessen
dc.rights.urihttps://creativecommons.org/licenses/by-nc/4.0/
dc.sourceУниверзитет у Новом Садуsr
dc.subjectprostor videoigresr
dc.subjectvideogame spaceen
dc.subjectkreiranje nivoasr
dc.subjectvizuelna percepcijasr
dc.subjectprisustvosr
dc.subjecttoksr
dc.subjectprost. situacijesr
dc.subjectprost. pripovedanjesr
dc.subjectnarativna arhitekturasr
dc.subjectlevel designen
dc.subjectvisual perceptionen
dc.subjectpresenceen
dc.subjectflowen
dc.subjectspatialsituationsen
dc.subjectspatial narrationen
dc.subjectnarrative architectureen
dc.titleProstor u videoigrama kao novi oblik scenske arhitekturesr
dc.title.alternativeSpace in videogames as new form of scene architectureen
dc.typedoctoralThesisen
dc.rights.licenseBY-NC
dc.identifier.fulltexthttps://nardus.mpn.gov.rs/bitstream/id/41510/IzvestajKomisije.pdf
dc.identifier.fulltexthttp://nardus.mpn.gov.rs/bitstream/id/41509/Disertacija.pdf
dc.identifier.fulltexthttp://nardus.mpn.gov.rs/bitstream/id/41510/IzvestajKomisije.pdf
dc.identifier.fulltexthttps://nardus.mpn.gov.rs/bitstream/id/41509/Disertacija.pdf
dc.identifier.rcubhttps://hdl.handle.net/21.15107/rcub_nardus_11080


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