Cultural Cognitive Differences in the Spatial Design of Three-Dimensional Game Environments. Proceedings of the 10th International Space Syntax Symposium (SSS10). Space Syntax Laboratory, The Bartlett School of Architecture, University College London.
In K. Karimi, L. Vaughan, K. Sailer, G. Palaiologou, & T. Bolton (Eds.),
- Submitting institution
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University of Chester
- Unit of assessment
- 32 - Art and Design: History, Practice and Theory
- Output identifier
- 32-07/581948
- Type
- T - Other
- DOI
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- Location
- 10th International Space Syntax Symposium (SSS10). Space Syntax Laboratory, The Bartlett School of Architecture, University College London. Page 126.1 Issue 10
- Brief description of type
- Conference contribution multicomponent item
- Open access status
- Out of scope for open access requirements
- Month
- July
- Year
- 2015
- URL
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- Supplementary information
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- Request cross-referral to
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- Output has been delayed by COVID-19
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- COVID-19 affected output statement
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- Forensic science
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- Criminology
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- Interdisciplinary
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- Number of additional authors
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0
- Research group(s)
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- Proposed double-weighted
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- Reserve for an output with double weighting
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- Additional information
- This peer reviewed paper presented at the 10th International Space Syntax Symposium addressed whether known differences in the interpretation of two-dimensional images between subjects from East Asian and Western backgrounds would be discernible within the spatial design of three-dimensional virtual environments. The hypothesis was that as virtual environments are designed, built and viewed on two-dimensional screens, cultural differences in interpreting two-dimensional displays may lead to cultural differences in the design of three-dimensional spaces. To investigate this, popular game environments with international distribution were analysed comparing specific groups of environments developed regionally for Western or East Asian markets.
This comparative analysis of game environments required a new methodological approach that could consider the visual relationship of the view from any point in the environment, as seen on screen, against the complexity of the overall environment. Developments in spatial understanding by the Space Syntax group at UCL Bartlett offered a methodological approach previously used to analyse human wayfinding in urban environments. Unlike space syntax—where this method is applied to a single environment—this research was required to develop a method of statistical analysis for groups of environments, based on their cultural origins and popularity in East Asian and Western game markets.
The East Asian environments were found to contain more complex individual view fields that would be evident to the designer on the screen display when building the environment. Considered to be more important was that the spaces across the East Asian environments were found to be more holistically integrated within their environments. This will not be evident when designing individual spaces within a larger environment and indicates culturally implicit design thinking as opposed to an explicit design strategy.
The understanding of this cultural design knowledge could have considerable relevance to the design of three-dimensional space when using screen-based applications.
- Author contribution statement
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- Non-English
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- English abstract
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