Ambiguity in utopian XR-games

Author:

Höhl WolfgangORCID

Abstract

AbstractUtopian images in XR-games are often ambiguous. How can ambiguity be consciously designed in virtual worlds? What are the design principles for game designers? Ambiguity arises from discontinuity and decontextualization, from the deliberate omission of facts, and from the skillful superimposition of contradictory codes. An ontology of interactive media explains the elusive visual poetry and image perception. The five basic elements of media are presented. The model shows the key correlations of user, content, and technology in image perception. An overview of utopian representation as a cross-media phenomenon places game design in an interdisciplinary context. Six selected computer-generated illustrations show how the above design criteria can be successfully applied to the design of virtual worlds. The ambiguous utopia of an image exists only in a brief, irretrievable moment of our own perception. But this moment is valuable for designing real visions for a better future.

Funder

Technische Universität München

Publisher

Springer Science and Business Media LLC

Subject

Management of Technology and Innovation,Tourism, Leisure and Hospitality Management,Economics, Econometrics and Finance (miscellaneous),Social Sciences (miscellaneous),Sociology and Political Science

Reference68 articles.

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3. Höhl W (2020) Ambiguity in the utopian image - computer generated imagery and analogue photography . 2013 - 2015 | 1990, scienceviz.com | epubli.de, München | Berlin

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