Active sound design. (2014–2021). Wikipedia. Retrieved September 14, 2021, from https://en.wikipedia.org/wiki/Active_sound_design.
Added by: Mark Grimshaw-Aagaard 14/09/2021, 12:12
Affordance. (2004-2006). Wikipedia, Retrieved March 20, 2006, from http://en.wikipedia.org/wiki/Affordance
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 15/05/2006, 12:45
"... property of an object, or a feature of the immediate environment, that indicates how to interface with that object or feature"
Gibson originally introduced it as an objective term referring to all action possibilities that are possible and within the capabilities of the subject. Donald Norman refined this in 1988 to a subjective perceived affordance that includes definitions of what is likely to happen based upon the subject's experiences, beliefs etc.
A perceived affordance (according to the field of ecological cognition) leads the subject to derive a plan to act upon that affordance. Unless cognitive dissonance occurs (using the object in ways other than suggested by the affordances), that plan will be acted upon.
Diegesis. (2003-2006). Wikipedia, Retrieved January 12, 2006, from http://en.wikipedia.org/wiki/Diegetic
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 15/05/2006, 12:44
"Diegesis in film
In film, diegesis is the narrative that includes all the parts of the story, both those that are and those that are not actually shown on the screen (such as events that have led up to the present action; people who are being talked about; or events that are presumed to have happened elsewhere). Elements of a film can be "diegetic" or "non-diegetic." These terms are most commonly used in reference to sound in a film, but can apply to other elements. For example, an insert shot that depicts something that neither is taking place in the world of the film nor is seen, imagined, or thought by a character, is a non-diegetic insert. Titles, subtitles, and voice-over narration (with some exceptions) are also non-diegetic."
"Film sound and music
Sound in films is termed diegetic if it is part of the narrative sphere of the film. For instance, if a character in the film is playing a piano, or turns on a CD, the resulting sound is "diegetic." If, on the other hand, music plays in the background but cannot be heard by the film's characters, it is termed non-diegetic or, more accurately, extra-diegetic. The score of a film (commonly but erroneously called the "sound track") is "non-diegetic" sound.
Example: In The Truman Show, a sequence shows the characters at night, when most of them are sleeping. Soft, soothing music plays, as is common in such scenes, but we assume that it does not exist in the fictional world of the film. However, when the camera cuts to the control room of Truman's artificial world, we see that the mood music is being played by a man standing at a bank of keyboards. This abrupt shift from apparently non-diegetic to diegetic is a kind of cinematic joke."
"Diegesis has been contrasted since Plato's and Aristotle's times with mimesis, the form that is showing rather than telling the thoughts or the inner processes of characters, by external action and acting. Diegesis, however, is the main narrative in fiction and drama, the telling of the story by the author, in that he speaks to the reader or the audience directly. He may speak through his characters or may be the invisible narrator or even the all-knowing narrator who speaks from above in the form of commenting on the action or the characters.
What diegesis is
Diegesis may concern elements, such as characters, events and things within the main or primary narrative. However, the author may include elements which are not intended for the primary narrative, such as stories within stories; characters and events that may be referred to elsewhere or in historical contexts and that are therefore outside the main story and are thus presented in an extradiegetic situation."
"In diegesis the author tells the story. He is the narrator himself who presents to the audience or the readership his or his characters' thoughts and all that is in his or their imagination, their fantasies and dreams."
First-person shooter. (2002-2006). Wikipedia, Retrieved April 12, 2006, from http://en.wikipedia.org/wiki/First-person_shooter
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 15/05/2006, 12:46
A first-person shooter (FPS) is a combat computer or video game genre, which is characterized by the player’s on-screen view of the game simulating that of the character or First Person view.
Quake III arena. (2001-2006). Wikipedia, Retrieved May 15, 2006, from http://en.wikipedia.org/wiki/Quake_3
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 15/05/2006, 12:47