If spatial configuration is the main generator of natural movement in real environments, what happens when the navigation in virtual environments is mainly governed by properties of characters and not by the mathematical spatial configuration of a plan? This study is focused on the field of spatial cognition, navigation and way finding in the context of Half life video game, where individuals -players- mainly navigate through by virtue of their decisions to approach certain goals (missions). The objective is to capture the correlation between space-time and observed movement in the virtual environment by analysing the video game space and conducting an experiment. The case under study is "Half Life 2 - Episode 2“; a strategy videogame, with mission to find the best routes out of the virtual environment settings. Observations of players’ navigation are carried out supported by spatial analysis and a new methodology named time-convex to model space-time relationships.


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    Titel :

    Spatial Cognition in virtual environment: Spatial cognition in video games



    Erscheinungsdatum :

    2016-07-11


    Anmerkungen:

    In: Guimarães, N and Paio, A and Osório, FC and Oliveira, MJ and Oliveira, S, (eds.) [Proceedings of the 2016 Architecture in-Play International Conference]. (pp. pp. 195-202). University Institute of Lisbon (ISCTE-IUL) and La Sapienza Universitá of Roma: Lisbon, Portugal. (2016)


    Medientyp :

    Paper


    Format :

    Elektronische Ressource


    Sprache :

    Englisch



    Klassifikation :

    DDC:    629



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