A Flash presentation will be used along with video-clips to demonstrate that the design of physics in World of Warcraft is a form of "simulated physics." The physics of the game is blurred when a WOW avatar interacts with the elements of the persistent online environment. For example swimming [Resistance], walking[nature of motion], climbing [gravity], jumping[gravity])
Theoretical Concepts:
• Pre-attentive processing - Is done when catching an audience at a glance. The data given by an object is processed by the brain with little attention given to it. The processing leads viewers to understand the meaning of some content within a short period of time. An example would be the image of a sword to attack a creature
• Sensory Representation: is the recognition of objects or symbols which provide understanding without being learnt. They are processed immediately and are easily interpreted no matter what culture ( there is cross culture acceptance) (Ware). Wolves are hostile creatures, red text written over enemies.
• Hyper-reality- is a theory by Baudrillard, which discusses how virtual environment’s try to portray accuracy and detail in the real environment. An example is how its like to walk in snow in a virtual environment compared to the real thing.
•Simulation and Simularca- discuss if World of Warcraft simulates gravity in the persistent online environment as in reality.
•Affordance
Research Tools:
World of Warcraft
iMovie
Snapz Pro
YouTube
Adobe Flash
Final Deliverable:
We will capture in-game clips and compare them with real world video-clips to demonstrate how well the virtual environment is constructed. We will demonstrate that World of Warcraft is hyper-real and through Ware's theory of Scensory Representation, reality and the virtual environment are blurred. For example, a person will feel pain when jumping of a cliff.
Research Objective:
A Flash presentation will be used along with video-clips to demonstrate that the design of physics in World of Warcraft is a form of "simulated physics." The physics of the game is blurred when a WOW avatar interacts with the elements of the persistent online environment. For example swimming [Resistance], walking[nature of motion], climbing [gravity], jumping[gravity])
Theoretical Concepts:
• Pre-attentive processing - Is done when catching an audience at a glance. The data given by an object is processed by the brain with little attention given to it. The processing leads viewers to understand the meaning of some content within a short period of time. An example would be the image of a sword to attack a creature
• Sensory Representation: is the recognition of objects or symbols which provide understanding without being learnt. They are processed immediately and are easily interpreted no matter what culture ( there is cross culture acceptance) (Ware). Wolves are hostile creatures, red text written over enemies.
• Hyper-reality- is a theory by Baudrillard, which discusses how virtual environment’s try to portray accuracy and detail in the real environment. An example is how its like to walk in snow in a virtual environment compared to the real thing.
•Simulation and Simularca- discuss if World of Warcraft simulates gravity in the persistent online environment as in reality.
•Affordance
Research Tools:
World of Warcraft
iMovie
Snapz Pro
YouTube
Adobe Flash
Final Deliverable:
We will capture in-game clips and compare them with real world video-clips to demonstrate how well the virtual environment is constructed. We will demonstrate that World of Warcraft is hyper-real and through Ware's theory of Scensory Representation, reality and the virtual environment are blurred. For example, a person will feel pain when jumping of a cliff.