Fractal Complexity in Built and Game Environments - Inria - Institut national de recherche en sciences et technologies du numérique
Communication Dans Un Congrès Année : 2014

Fractal Complexity in Built and Game Environments

Daniel Della-Bosca
  • Fonction : Auteur
  • PersonId : 995226
Dale Patterson
  • Fonction : Auteur
  • PersonId : 995198
Sean Costain
  • Fonction : Auteur
  • PersonId : 995197

Résumé

Fractal patterns provide an automated mathematical method to create rich and engaging visuals. These methods have been applied in the design of physical and game spaces to only a limited extent. The current physical and virtual game worlds are dominated by rectangles, squares and linear concepts. This research studied the nature of fractal patterns and in particular the use of differing levels of fractal complexity to design physical and virtual environments. The findings from the randomized trial identified differing levels of fractal complexity and their aesthetic appeal to participants. These levels of fractal complexity were then applied to spatial environments in games to create spaces that were more or less appealing to the participant. The principle of using fractal complexity as a design tool to make an environment more or less comfortable provided game and architectural designers an additional mechanism to enhance spaces and levels of participant engagement.
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Dates et versions

hal-01408518 , version 1 (05-12-2016)

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Daniel Della-Bosca, Dale Patterson, Sean Costain. Fractal Complexity in Built and Game Environments. 13th International Conference Entertainment Computing (ICEC), Oct 2014, Sydney, Australia. pp.167-172, ⟨10.1007/978-3-662-45212-7_21⟩. ⟨hal-01408518⟩
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