Things that make us smart: defending human attributes in the age of the machine
Things that make us smart: defending human attributes in the age of the machine
Hip, hype and hope—the three faces of virtual worlds (panel session)
SIGGRAPH '90 ACM SIGGRAPH 90 Panel Proceedings
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Why Not Make Interfaces Better than 3D Reality?
IEEE Computer Graphics and Applications
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Video Game Spaces: Image, Play, and Structure in 3D Worlds
Video Game Spaces: Image, Play, and Structure in 3D Worlds
Hi-index | 0.00 |
Visionary promises of a 3D virtual future are unfulfilled. Online 3D platforms such as VRML, Second Life, and Open Sim sought a 3D web of worlds and delivered, at best, mixed results. To understand the broad creative and cognitive challenges that drive the design of 3D virtual spaces, a cross-disciplinary design review of early cinema, a technical precursor, is needed. 150 years ago, a simulation oriented "Myth of a Total Cinema" guided and limited the development of the earliest films (Bazin 1958, Manovich 2001). Cinema was first seen as a realistic mirror world made of captured images. It would take decades for film makers to discover how to leave the myth and create montage, literally breaking a simulated reality apart in service to narrative. This text retraces the creative process of discovery, the tension between montage and the myth of total cinema, and then proposes a virtual design foundation stemming from an overlooked aspect of videogame theory.