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基于历史还原与再创造的新媒体游戏场景研究
Based on Historical Reduction and Re-invention the Research in the Scene of the New Media Game
【作者】 张晨晨;
【导师】 桂宇晖;
【作者基本信息】 华中师范大学 , 设计艺术学, 2011, 硕士
【摘要】 随着新媒体游戏的发展,对传统游戏和文化产生巨大的冲击,当前国内大部分历史游戏场景的创造方法是混乱的,场景的设计是为了讨玩家喜欢的商业性的假还原。目的不是做研究,而是商业利益。在这种情况下,把古代的城市描写得过于宏大,过于视觉化。人们也不知道怎样从文化、历史的角度去评价、修正和组装,达到真正意义上的历史还原。本论文试图基于历史研究,从建筑、文化观念、民俗风情、原始崇拜、宗教信仰等方面,还原楚文化和楚城。笔者在研究中试探性提出新的新媒体游戏场景创建流程,通过三维建模的方式,重新塑造历史场景,达到数字化的“文化复原”,表现一种精神力量和文化力量,这是从视觉出发的复原,继而通过对国内外新媒体艺术作品的收集、整理和分析,创建基于历史还原与再创造的新媒体游戏场景,参与者可以依照自己的想法,超越时间与空间的局限,建立“楚城”,把楚文化通过视觉化的方式留在人们的脑海里。为了深入探讨这个问题,本文组织如下:第一章对课题的研究背景、研究意义、研究现状、论文的创新点和研究流程的探讨等几个方面进行了分析,阐述了新媒体游戏场景研究的背景和研究重点;第二章对历史还原的依据做了研究,为三维场景的创建奠定理论基础;第三章基于第二章的历史研究结果,结合自己的设计实践从模型、贴图和灯光方面对模型的重建进行了介绍;第四章通过楚城场景再创造实践,证实这一新媒体游戏的可行性;最后,论文对自己的研究成果做了概括性总结。论文从“再创造”的角度对楚城场景的设计进行探讨,将艺术手段和历史研究相结合,改变了人们在传统观念上对于“空间”“时间”的理解。
【Abstract】 With the development of new media game, it produces enormous shock to traditional game and culture. At present, most domestic creation methods of scenes of historical games are chaotic. The design of scene is the commercial and fake restoring in order to make the players fond. The purpose is not to make research but to obtain the commercial interests, In such situation, the ancient cities are depicted too grandly with over visualization. People also have no idea on how to evaluate, revise, and assemble from the cultural and historical perspective, which is to achieve the historical restoring in its true sense. The thesis tries to restore the Chu culture and Chu City from the aspects, including construction, cultural idea, folk custom, original worship, and religious belief, etc. In the research, the author puts forward the foundation procedure of scenes in new media games. Through the pattern of three-dimensional modeling, the historical scene is refigured and the digitalized "cultural restoring" is realized. It expresses a kind of spiritual strength and cultural strength. The restoring starts form the perspective of vision. Then, according to the collection, summary, and analysis of domestic and foreign new media art works, the scenes in the new media games are created based on the historical restoring and recreation. The participants can establish "Chu City" in accordance with their own thinking and get rid of the restriction of time and space, which will make the Chu culture stay in people’s min with the pattern of visualization.In order to discuss the problem in depth, the organization of the thesis is as follows.Chapter 1 analyzes from many aspects, including the research background of the task, meaning of research, current situation of the research, and the innovation of the thesis, and the discussion of the study process, etc. Meanwhile, it demonstrates the research background and key point of the research of scene in the new media games; Chapter 2 makes research on the evidence of historical restoring, which lays theoretical foundation for the establishment of the three-dimensional scene; Chapter 3 is based on the historical research results of Chapter 2. Combining with the deign practice of the author, introduction of model’s reconstruction is made from the aspects, including model, chartlet, and lighting aspect; Chapter 4 demonstrates the feasibility of the new media game through the practice of recreation of Chu City’s scene; Finally, the thesis generally summarizes the developmental trend of scenes in new media games and the research achievement of the author.The thesis starts with the perspective of "recreation" and discusses on the design of Chu City’s scene. It combines the artistic means and historical research and transforms people’s understanding to "space" and "time" with traditional idea.
- 【网络出版投稿人】 华中师范大学 【网络出版年期】2011年 10期
- 【分类号】TP391.41
- 【被引频次】4
- 【下载频次】283