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Hybrid worlds

Nikaki Anna

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URI: http://purl.tuc.gr/dl/dias/CDE39657-5F47-41D5-B3FB-82A941D0B008
Year 2022
Type of Item Diploma Thesis Project
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Bibliographic Citation Anna Nikaki, "Hybrid worlds", Diploma Thesis Project, School of Architecture, Technical University of Crete, Chania, Greece, 2022 https://doi.org/10.26233/heallink.tuc.92317
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Summary

This research paper aims to address the evolution of world-building while at the same time identify ways of immersion and interaction with imaginary worlds. The basic principles of creating experiences in these worlds are being highlighted through the Situationist International movement, New Babylon, and the labyrinths. New Baby - lon was conceived as a city of automation, transformation, artificial atmospheres, and customization. Labyrinths, from the very beginning, were considered immersive structures capable of creating challenges and interactive experiences. Most of their elements are found in video games and in the digital applications of today’s world. Regardless of the content of the digital world, we argue that the interaction, the kind of virtuality, and the senses are addi - tional elements to define the experience of the participants. At the same time, they con - trol their immersion. Hybrid Environments can be considered as augmented ways to play video games in a space by which the body and the senses play an important role. Boasting the feeling of presence and the amount of immersion can be accom - plished by including mechanisms that sup - port or simmulate the action and the moves of the players. Lastly, these environments should be able to simulate the weather conditions and include interactive elements that align with the needs of the players and the objectives created by the game.

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