Karl Mičkei PROSTOR U VIDEOIGRAMA KAO NOVI OBLIK

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Karl Mičkei PROSTOR U VIDEOIGRAMA KAO NOVI OBLIK UNIVERZITET U NOVOM SADU FAKULTET TEHNIČKIH NAUKA DEPARTMAN ZA ARHITEKTURU I URBANIZAM Karl Mičkei PROSTOR U VIDEOIGRAMA KAO NOVI OBLIK SCENSKE ARHITEKTURE doktorska disertacija mentor: prof. dr Radivoje Dinulović Novi Sad, 2018. УНИВЕРЗИТЕТ У НОВОМ САДУ ФАКУЛТЕТ ТЕХНИЧКИХ НАУКА 21000 НОВИ САД, Трг Доситеја Обрадовића 6 КЉУЧНА ДОКУМЕНТАЦИЈСКА ИНФОРМАЦИЈА Редни број, РБР: Идентификациони број, ИБР: Тип документације, ТД: Монографска документација Тип записа, ТЗ: Текстуални штампани материјал Врста рада, ВР: Докторска дисертација Аутор, АУ: Карл Мичкеи Ментор, МН: Проф. др Радивоје Динуловић, редовни професор Наслов рада, НР: Простор у видеоиграма као нови облик сценске архитектуре Језик публикације, ЈП: Српски Језик извода, ЈИ: Српски Земља публиковања, ЗП: Република Србија Уже географско подручје, УГП: Војводина Година, ГО: 2018. Издавач, ИЗ: Ауторски репринт Место и адреса, МА: Нови Сад, Трг Доситеја Обрадовића 6 Физички опис рада, ФО: 6/215/585/9/38/0/0 (поглавља/страна/ цитата/табела/слика/графика/прилога) Научна област, НО: Архитектура Научна дисциплина, НД: Архитектонско-урбанистичко планирање, пројектовање и теорија Предметна одредница/Кључне речи, ПО: простор видеоигре, креирање нивоа, визуелна перцепција, присуство, ток, прост. ситуације, прост. приповедање, наративна архитектура, УДК Чува се, ЧУ: Библиотека Факултета техничких наука Важна напомена, ВН: Извод, ИЗ: Овај рад има за циљ да испита присутност и значај видеоигара у контексту сценске архитектуре и да укаже на растући значај једне младе дисциплине, а то је креирање простора у видеоиграма. Теоријски и научно-истраживачки део рада указују, сваки на свој начин, на већ постојеће и нове могуће облике примене концепата простора и визуелних перцепција из области архитектуре и урбанизма у области креирања видеоигара. Од Витрувијевог тројног начела, преко тројног начела кључних одредница видеоигара и проблематике просторних ситуација, до улоге и положаја корисника/играча у контексту садејства са датим простором, у раду је предочен низ начина на које елементи архитектонског теоријског наслеђа, пре свега елементи и принципи сценске архитектуре, могу бити имплементирани у процес креирања простора у видеоиграма. Датум прихватања теме, ДП: 29.03.2018. године Датум одбране, ДО: Чланови комисије, КО: Председник: Др Јелена Атанацковић-Јеличић, ред. проф. Члан: Др Игор Мараш, доцент Члан: Др ум. Романа Бошковић Живановић, доцент Члан: Др ум. Мирко Стојковић, ванредни професор Потпис ментора Члан: Др Бојан Тепавчевић, ванредни професор Члан, ментор: Др Радивоје Динуловић, редовни професор Образац Q2.НА.06-05- Издање 1 2 UNIVERSITY OF NOVI SAD FACULTY OF TECHNICAL SCIENCES 21000 NOVI SAD, Trg Dositeja Obradovića 6 KEY WORDS DOCUMENTATION Accession number, ANO: Identification number, INO: Document type, DT: Monographic publication Type of record, TR: Textual material, printed Contents code, CC: Doctorate dissertation Author, AU: Karl Mičkei, Mentor, MN: Radivoje Dinulović, PhD, full professor Title, TI: Space in videogames as new form of scene architecture Language of text, LT: Serbian Language of abstract, LA: Serbian Country of publication, CP: RepublicCountry of of publication, Serbia CP: Republic of Serbia Locality of publication, LP: Vojvodina Publication year, PY: Publisher, PB: Author's reprint Publication place, PP: Novi Sad, Trg Dositeja Obradovića 6 Physical description, PD: 6/215/585/9/38/0/0 (chapters/pages/ref./tables/pictures/graphs/appendi s) Scientific field, SF: Architecture Scientific discipline, SD: Architectural & urban planning, design and theory Subject/Key words, S/KW: videogame space, level design, visual perception, presence, flow, spatial situations, spatial narration, narrative architecture, UC Holding data, HD: Library of the Faculty of Technical Sciences Note, N: Abstract, AB: 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. Accepted by the Scientific Board on, ASB: 29.03.2018. Defended on, DE: Defended Board, DB: President: Jelena Atanacković-Jeličić, PhD, full professor Member: Igor Maraš, PhD, docent Member: Romana Bošković Živanović, D.A, docent Member: Mirko Stojković, D.A, associate professor Mentor's sign Member: Bojan Tepavčević, PhD, associate professor Member, Mentor: Radivoje Dinulović, PhD, full professor Obrazac Q2.НА.06-05- Izdanje 1 PROSTOR U VIDEOIGRAMA KAO NOVI OBLIK SCENSKE ARHITEKTURE Sažetak: Ovaj rad, zasnovan na naučno-istraživačkim principima, ima za cilj da ispita i dokaže relevantnost kreiranja prostora u videoigrama kao novog oblika scenske arhitekture. Teorijski deo rada sastoji se iz dva poglavlja i fokusiran je na osnovne aspekte fenomena arhitektonskog prostora i videoigara koji su relevantni za ovo istraživanje. Ukazivanjem na teorijsko nasleđe arhitekture u užem smislu, odnosno istorijskim pregledom poimanja prostora i načela kreiranja istog, otvara se mogućnost ispitivanja aktuelne prisutnosti i potencijalne primene datog nasleđa u relativno novoj oblasti kreiranja prostora u videoigrama. Prvo poglavlje teorijskog dela rada fokusirano je na sam fenomen videoigara i na osnovne karakteristike istog, kao što su interdisciplinarnost i višemedijska uslovljenost, kao i na razne aspekte igre i videoigre u kontekstu ljudskog društva. Drugo poglavlje teorijskog dela rada fokusirano je na dva trojna načela. Prvo je Vitruvijevo načelo utemeljeno na tri principa: svrha, čvrstoća i lepota (lat. utilitias, firmitas i venustas), koje je, uz dijahronijski i sinhronijski osvrt na njegova tumačenja, ujedno i polazište za istraživanja mogućnosti primene principa arhitekture u kreiranju prostora u videoigrama. Drugo trojno načelo je iz sfere videoigara i predstavlja tri osnovna pojma koja definišu svet videoigara: prostor, priča i pravilo. Svaki od navedenih elemenata, odnosno pojmova koji konstituišu pomenuta trojna načela, objašnjen je u ovom radu u kontekstu videoigara, uz upotrebu instrumentalnih pojmova i uvažavanje stavova priznatih teoretičara iz domena arhitekture. Istraživački deo rada predstavlja identifikaciju prostornih koncepata videoigara u odnosu na vizuelne percepcije i oslanja se na tumačenja teorija trojice arhitekata. Prvi, koncept mirujućeg prostora, zasnovan je na interpretaciji sceničnih slika Sebastijana Serlioa (Sebastiano Serlio), drugi, koncept uslovljenog prostora, je zasnovan na analizi petnaest prostornih obrazaca Kristofera Aleksandera (Christopher Alexander), dok je treći koncept, koncept slobodnog prostora, zasnovan na sagledavanju prostora u serijama Gordona Kalena (Gordon Cullen). Kroz date primere obrazloženo je na koji način simbolika arhitektonskih elemenata i prostorne situacije definišu pojavu koja potvrđuje značaj prisustva korisnika/igrača u prostoru sa kojim gradi zajedničko dejstvo – scensku arhitekturu. SPACE IN VIDEOGAMES AS NEW FORM OF SCENE ARCHITECTURE Abstract: This thesis, based on scientific research principles, has the aim to investigate and prove the relevance of designing space in videogames as a new mode of scene architecture. The theoretical portion is comprised of two chapters and focuses on core aspects of the phenomenon of architectural space and videogames, relevant to the topic of research. Turning to architectural theory heritage in a narrow sense, i.e. through a historical review of aspects of understanding space and its design principles, we open the possibility to examine the current state as well as potential future applications of the aforementioned heritage in a relatively young field of designing space in videogames. The first chapter of the theoretical portion of the thesis focuses on the phenomenon of videogames, its core properties relevant to this research, such as its interdisciplinary and multimedia nature, as well as different aspects of games and videogames in the human society. The second chapter considers two triple principles. The first is Vitruvius’s principle based on three concepts: commodity, stability and beauty (lat. utilitias, firmitas, venustas), which, accompanied by a diachronic and synchronic review of its interpretations, is also the basis for research of possible applications of architectural principles in designing space in videogames. The second triple principle comes from the sphere of videogames and actually relates to the three basic concepts that determine the world of videogames: space, story and rule. The paper examines each of the aforementioned concepts in the context of videogames, through use of instrumental terms and with consideration of recognized position of contemporary architectural theoreticians. The research portion of the thesis pays attention to identifying spatial concepts of videogames in relation to visual perception. It is based on interpretation of theories of three architects:
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