Crogan, P. The experience of information in computer games. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.
Added by: Mark Grimshaw-Aagaard 09/09/2004, 21:14
Flynn, B. Languages of navigation within computer games. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.
Added by: Mark Grimshaw-Aagaard 10/09/2004, 08:16
Hourigan, B. The utopia of open space in role-playing videogames. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 03/05/2026, 01:22
Innocent, T. 2003, May 19–23. Exploring the nature of electronic space through semiotic morphism. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 07/03/2006, 05:54
"...the space is interpreting the user and the user's actions as signs to be decoded and given meaning. As a result of this dynamic relationship the representation, or interpretant, can alter the associations between signs and their signifiers in response to its reading of the users [sic] actions."
Comparing electronic spaces to real spaces and the difficulties in modelling the former: "...the starting point is a void. This presents a significant limitation..." requiring complex physica and behavioural modelling in an attempt to simulate reality.
"...an electronic space can be seen as an expression of a subset of known semiotic systems." Therefore "electronic space is made of language" and nothing in that space is devoid of meaning.
Describing his own game as demonstrating semiotic morphism, the physical space surrounding a player (textures, colours etc.) changes or morphs when another character is in close proximity.
This provides new meaning to the player according to the morphing of this electronic space.
McGonigal, J. 'this is not a game': Immersive aesthetics and collective play. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.
Added by: Mark Grimshaw-Aagaard 17/09/2004, 07:55
More, G., Harvey, L., Moloney, J., & Burry, M. Implementing nonlinear sound strategies within spatial design: Learning sound and spatial design within a collaborative virtual environment. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.
Added by: Mark Grimshaw-Aagaard 14/09/2004, 09:57
Discussing linear and nonlinear audio environments, state that "relationships between individual sounds can be explored over the need to create compositional relationships for the listener."
Point out difficulties ad differences in audio perspective between the player or uses of the software and the audience watching/listening away from the console.
Stuart, C. The object of performance: Aural performativity in contemporary laptop music. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.
Added by: Mark Grimshaw-Aagaard 19/09/2004, 10:32
Szakal, T., Groenegress, C., Strauss, W., & Peranovic, P. Phonic frequencies: Shaping networked realities. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.
Added by: Mark Grimshaw-Aagaard 19/09/2004, 10:34
Yuille, J. Smearing discontinuity: In-game sound. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.
Added by: Mark Grimshaw-Aagaard 14/12/2004, 20:43
Discusses the reasons why sound files are used in preference to synthesis (real-time) in game audio -- hardware limitations and the [too] specific nature of potential synthesis techniques.