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Algorithm and Space.
~
Noonan, John Luke.
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Algorithm and Space.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Algorithm and Space./
作者:
Noonan, John Luke.
面頁冊數:
31 p.
附註:
Source: Masters Abstracts International, Volume: 51-05.
Contained By:
Masters Abstracts International51-05(E).
標題:
Fine Arts. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1534532
ISBN:
9781267946485
Algorithm and Space.
Noonan, John Luke.
Algorithm and Space.
- 31 p.
Source: Masters Abstracts International, Volume: 51-05.
Thesis (M.F.A.)--State University of New York at Buffalo, 2013.
Touch devices like 'smartphones' and tablets combine the computational power and versatility of modern computer hardware with an unprecedented 2-D graphic touch interface. Creating software for these devices necessitates a subset of design considerations unique to the touch screen format. Taking the idiosyncrasies of this format seriously, I propose to analyze the design of touch screen games by comparing them to board games, rather than the (perhaps) more obvious analog: PC games. Both board games and touch screen games have direct spatial interfaces, which allow tactile control of computational systems. In lieu of an historical study, this thesis will follow a practice-based model, using my creative work (which has oscillated between the design of board games and multi-touch-platform games) as a lens for examining the connections between board games and touch screen games.
ISBN: 9781267946485Subjects--Topical Terms:
891065
Fine Arts.
Algorithm and Space.
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Touch devices like 'smartphones' and tablets combine the computational power and versatility of modern computer hardware with an unprecedented 2-D graphic touch interface. Creating software for these devices necessitates a subset of design considerations unique to the touch screen format. Taking the idiosyncrasies of this format seriously, I propose to analyze the design of touch screen games by comparing them to board games, rather than the (perhaps) more obvious analog: PC games. Both board games and touch screen games have direct spatial interfaces, which allow tactile control of computational systems. In lieu of an historical study, this thesis will follow a practice-based model, using my creative work (which has oscillated between the design of board games and multi-touch-platform games) as a lens for examining the connections between board games and touch screen games.
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First, I will show that board games can be framed as computational systems that are qualitatively similar to electronic games. By examining several board games, including two I designed, Maelstrom and Faction, I will show how recent board games are increasing in complexity and are pushing the limits of their computational capacities. Next, I will look at the interfaces of multi-touch devices and explore how they inform the design of games built for those platforms. By examining my design process for converting a board game into an electronic game (as I did with Skrum), and for designing 'native' touchscreen applications (as I did with Trench), I am able to compare the advantages offered by each of these platforms. Finally, I will look at emerging hybrid gaming forms that draw design elements from both older board games and newer electronic ones. I will also address the ways in which my practice has informed my understanding of board games and touchscreen game design as a field, and offer a few potential vectors for future development.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1534532
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