Negli ultimi decenni, quasi ogni campo è stato influenzato dal nuovo pensiero digitale, dal economia, ingegneria, ricerca sanitaria, istruzione, arte, media etc.. L'architettura, tradizionalmente confinata nel suo contenitore fisico, viene ora spinta verso nuove frontiere della realtà virtuale con le giovani generazioni. La generazione dell'era digitale preferisce le esperienze virtuali molto più degli ambienti fisici, portando a una crescente emigrazione verso la realtà virtuale (Castronova, E, 2007). Secondo Marie-Laure Ryan (2001), la realtà virtuale è un'esperienza coinvolgente e interattiva generata dal computer, "un potenziale che espande il processo di creazione, apre il futuro e arrichisce di significati la banalita della presenza fisica immediata " (Marie Laure Ryan, 2001). Questo potenziale e stato applicato in vari mezzi come film, animazione, simulazioni, videogiochi, multimedia, software e applicazioni. Tuttavia, a causa delle limitazioni del computer, i mondi digitali nei media interattivi basati sul rendering in tempo reale non sono stati sviluppati al massimo delle loro potenzialità. Il progresso della tecnologia dei media creativi (computer grafica, progettazione e animazione assistite da computer, ambienti virtuali tridimensionali in tempo reale (RT3D) e progettazione di giochi, trasmissione digitale e produzione di film) e l'aumento delle capacità dei computer stano ampliando le possibilità di creare spazi complessi e dinamici, accessibili a professionisti e utenti essendo molto piu user-friendly. In questo caso, lo spazio virtuale, in opposizione alla nostra realtà fisica che e influenzata da fattori culturali, geografici ed economici, può fornire diverse forme di espressione per costruire realtà ibride e complesse.

In the last few decades, almost every field has been touched by the new digital state of mind, beginning with commerce, engineering, health studies, education, art, media, and so on. Architecture, traditionally trapped in its physical container, is now being pushed towards the new frontiers of virtual reality with the next generation. The digital age generation values virtual space experiences considerably more than physical environments, resulting in an increasing migration towards virtual reality (Castronova, E, 2007). According to Marie-Laure Rya`n (2001), virtual reality is “an immersive, interactive experience generated by a computer, a potential that expands the creation process, opens up the future, and injects a core of meaning beneath the platitude of immediate physical presence" (MarieLaure Ryan, 2001). This potential applies in various mediums such as films, animation, simulations, videogames, multimedia, software, and applications. However, due to computer limitations, digital worlds in interactive media based on real-time rendering have not been developed to their full potential. The advancement of new media technology (including computer graphics, animation, computer-aided design and real-time 3-dimensional spaces, interactive tools, digital broadcasting, and movie-making) and the increase in computer capacities will broaden the opportunities to create complex and dynamic settings accessible to professionals and users being more user friendly. In this case, virtual space, as opposed to our reality, and influenced by cultural, geographical, and economic factors, can provide different forms of expression to build hybrid and complex realities.

Creative space in virtual reality Video game designing tools for architecture

IKONOMI, Joan
2022-07-08T00:00:00+02:00

Abstract

In the last few decades, almost every field has been touched by the new digital state of mind, beginning with commerce, engineering, health studies, education, art, media, and so on. Architecture, traditionally trapped in its physical container, is now being pushed towards the new frontiers of virtual reality with the next generation. The digital age generation values virtual space experiences considerably more than physical environments, resulting in an increasing migration towards virtual reality (Castronova, E, 2007). According to Marie-Laure Rya`n (2001), virtual reality is “an immersive, interactive experience generated by a computer, a potential that expands the creation process, opens up the future, and injects a core of meaning beneath the platitude of immediate physical presence" (MarieLaure Ryan, 2001). This potential applies in various mediums such as films, animation, simulations, videogames, multimedia, software, and applications. However, due to computer limitations, digital worlds in interactive media based on real-time rendering have not been developed to their full potential. The advancement of new media technology (including computer graphics, animation, computer-aided design and real-time 3-dimensional spaces, interactive tools, digital broadcasting, and movie-making) and the increase in computer capacities will broaden the opportunities to create complex and dynamic settings accessible to professionals and users being more user friendly. In this case, virtual space, as opposed to our reality, and influenced by cultural, geographical, and economic factors, can provide different forms of expression to build hybrid and complex realities.
MAIETTI, Federica
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Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/11392/2491621
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