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Carr, D. (2006). Space, navigation and affect. In Computer Games: Text, Narrative and Play. (pp. 59–71). Cambridge: Polity.    
Added by: Mark Grimshaw-Aagaard 17/09/2009, 09:41
Summarizing immersion as described by other writers, Carr suggests that there are two categories of immersion: "perceptual immersion, which occurs when an experience monopolizes the senses of the participant, and psychological immersion, which involves the participant becoming engrossed through their imaginative or mental absorption."  

Use's Murray's (1997) maze, rhizome and labrynth terminology applied to spatial navigation (through the narrative).

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
Gonot, A., Natkin, S., Emerit, M., & Chateau, N. 2006, November 22–24. An experiment in the perception of space through sound in virtual world and games. Paper presented at 9th International Conference on Computer Games: Artificial Intelligence and Mobile Systems, Wolverhampton, UK.   
Added by: Mark Grimshaw-Aagaard 29/01/2008, 11:22
Gonot, A., Natkin, S., Emerit, M., & Chateau, N. (2007). The roles of spatial auditory perception and cognition in the accessibility of a game map with a first person view. International Journal of Intelligent Games & Simulation, 4(2). Retrieved December 31, 2007, from http://ijigs.scit.wlv.ac.uk/AGonot.pdf    
Added by: Mark Grimshaw-Aagaard 09/02/2008, 14:39
The authors refer to the creation of a cognitive map within the player's mind used as an aid to navigation and formed through a learning experience. This is called a visual map by Passini.

Passini, R. 1992. "Wayfinding in Architecture". New York: van Nostrand Reinhold.
 
The authors define two types of audio beacons used for navigating in virtual worlds.

A decontextualized audio beacon has an 'as the crow flies' route (the shortest path) from target to listener/player and so ignores walls and other natural sound barriers. Earlier game engines led to this type of beacon because of their inability to allow game audio to interact with the game's physical spaces.

A contextualized audio beacon accounts for physical sound barriers in the game world and so appears in later, more sophisticated game engines.

Because decontextualized audio beacons do not take account of the game's physical spaces and objects, they do not contribute to the formation of the visual map. A contextualized beacon does but, because it requires concentration to follow the path of the beacon, it imposes a greater cognitive load.
 
The experiments comparing decontextualized and contextualized beacons for navigational effectiveness and efficiency proved inconclusive in the main. In neither case is the mental visual map improved through the use of such beacons -- possibly because the spatializing abilities of the human auditory system have been overestimated.
Röber, N., & Masuch, M. (2006). Soundpipes: A new way of path sonification. Technical Report. No. 5. Magdeburg: Fakultät für Informatik, Otto-von-Guericke Universität.   
Added by: Mark Grimshaw-Aagaard 15/02/2008, 11:24
Roudavski, S., & Penz, F. 2003, November 4–6. Space, agency, meaning and drama in navigable real-time virtual environments. Paper presented at Level Up.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2006, 11:06
"...navigable space always carries meaning".

"...environmental perception is inclusive of both 'bottom-up' (the information is in the environment) and 'top-down' (the interpretation is shaped by experience) theoretical standpoints." This is cyclical: "we use the environmental information to build up a perceptual model and then rely on this model in search of unexpected features."
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