Blesser, B., & Salter, L.-R. (2007). Spaces speak, are you listening? Experiencing aural architecture. Cambridge, Massachusetts: MIT Press. |
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Last edited by: Mark Grimshaw-Aagaard 23/10/2023, 15:11 |
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"A cognitive map of space is a combination of the rules of geometry as well as knowledge about the physical world. [...] This knowledge is acquired in childhood and continually modified in our experience as adults, we are not conscious of its existence. When sensing a spatial environment, an individual builds a cognitive map of space using a combination of sensory information and experiences accumulated over a lifetime. [The map] is subjective and personalized -- an active and synthetic creation -- rather than a passive reaction to stimuli." |
Carr, D. (2006). Space, navigation and affect. In Computer Games: Text, Narrative and Play (pp. 59–71). Cambridge: Polity. |
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Added by: Mark Grimshaw-Aagaard 17/09/2009, 09:41 |
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Use's Murray's (1997) maze, rhizome and labrynth terminology applied to spatial navigation (through the narrative).
Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge: The MIT Press. |
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 |
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Added by: Mark Grimshaw-Aagaard 09/02/2008, 15:39 |
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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. |
IJsselsteijn, W. (2003). Presence in the past: What can we learn from media history? In G. Riva, F. Davide & W. A. IJsselsteijn (Eds), Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments Vol. 5, (pp. 17–40). Amsterdam: IOS Press. |
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Last edited by: Mark Grimshaw-Aagaard 01/11/2018, 10:43 |
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Presents two forms of user-system interaction in VR: navigation and manipulation. The first allows for exploration of the world including looking around and moving through while the second allows for "a meaningful change" in the world. |
Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge: The MIT Press. |
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Last edited by: Mark Grimshaw-Aagaard 21/08/2006, 15:46 |
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There are two ways to spatially navigate interactive texts: the maze is a conditional progression towards one outcome whereas the rhizome proposes many possible outcomes. Murray suggests that a labrynth "as a participatory narrative form would seem to lie somewhere between the two, in stories that are goal driven enough to guide narrative but open-ended enough to allow free navigation." |