Stepping on the boundary between virtual and realBetween real life exists in the virtual world of World of Warcraft fans - creative discourse
碩士 === 國立臺中科技大學 === 商業設計系碩士班 === 101 === In the 2009 movie "Avatar" 3D movie launch, already declared to the world the era of stereoscopic playback, sensory experience in other areas, and it is towards the development of a comprehensive three-dimensional feel. On the other hand, in the per...
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ndltd-TW-101NTTI53170272019-09-24T03:34:11Z http://ndltd.ncl.edu.tw/handle/8rmatp Stepping on the boundary between virtual and realBetween real life exists in the virtual world of World of Warcraft fans - creative discourse 踩踏在虛擬與真實的邊界魔獸迷真實生活中之虛擬世界創作論述 Jiue-Yao Chang 張爵堯 碩士 國立臺中科技大學 商業設計系碩士班 101 In the 2009 movie "Avatar" 3D movie launch, already declared to the world the era of stereoscopic playback, sensory experience in other areas, and it is towards the development of a comprehensive three-dimensional feel. On the other hand, in the personal computer and smart phone cheap, civilians, massive global wired and wireless networks complete coverage, coupled with the popularity of the hardware and software development of the dual leap of progress, contemporary virtual world is already forming, and become more mature and complete. Clear geographical distinction from the original, and now due to technological development is almost no distance, the territory of the Internet ocean, the user''s role in the virtual world is already a shift in identity and status, now in the global Internet to build a world increasingly becomes difficult to distinguish between true and false, as times with the advancement of technology, everything in life has become inseparable from the more influence these virtual technology. When true, real life and the virtual world simulation definition and boundaries dividing line between getting too can not be divided when, who live in such a civilized era of scientific and technological progress to a researcher and reflect on the role of creator, how the thinking and performance, in order to render sincere feelings and are living in the present era became the new face of the subject, in the face of the virtual world under various conditions are ripe for a comprehensive development environment, and its impact on human life convenience and integration of , the creators but also how to go to a "live in the moment," the identity of the participants to express their views and reflections? This creative project selection criteria in accordance with the design of "massively multiplayer online role-playing game," a concept as this creation in a "virtual world figurative" representative prototype; Based on this, this study hope to find a large number of players, called classic basis for believing that its work, and its art design maturity, integrity and depth must reach a considerable degree is more appropriate, and finally select well-known game "World of Warcraft", the model used for shifting the sample, the research work in the development of creative divided into an upper and production.1.conceptual level,2. visual performance level,3. techniques to explore aspects of the three parts. In this institute around the central concept of creation: "the virtual world and the real world has, regardless of when you and I," this concept finally had to return to the "Life" up performance, the creation of the virtual and the real as the main topic, The role of art in the game is portrayed as a set, the concept of an object projected to academic theory as a tool for understanding and support, and then back again to belong to the emotional part of the creation, in the creation of this course of study to go again For creators are familiar with the use of symbol and metaphor deeper understanding. Whether in design or is in the creation, we will eventually have to face the audience, facing the user; I often hear the teacher said: "The first lesson in the art to be honest, the last lesson is honest; And the hardest thing is honesty! . " Set aside the skills, on the face of emotional sincerity, honesty and reflection on thinking, indeed began to enter the "art" of the first lesson, but also the last lesson. 卓聖格 教授 2013 學位論文 ; thesis 153 zh-TW |
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碩士 === 國立臺中科技大學 === 商業設計系碩士班 === 101 === In the 2009 movie "Avatar" 3D movie launch, already declared to the world the era of stereoscopic playback, sensory experience in other areas, and it is towards the development of a comprehensive three-dimensional feel. On the other hand, in the personal computer and smart phone cheap, civilians, massive global wired and wireless networks complete coverage, coupled with the popularity of the hardware and software development of the dual leap of progress, contemporary virtual world is already forming, and become more mature and complete. Clear geographical distinction from the original, and now due to technological development is almost no distance, the territory of the Internet ocean, the user''s role in the virtual world is already a shift in identity and status, now in the global Internet to build a world increasingly becomes difficult to distinguish between true and false, as times with the advancement of technology, everything in life has become inseparable from the more influence these virtual technology.
When true, real life and the virtual world simulation definition and boundaries dividing line between getting too can not be divided when, who live in such a civilized era of scientific and technological progress to a researcher and reflect on the role of creator, how the thinking and performance, in order to render sincere feelings and are living in the present era became the new face of the subject, in the face of the virtual world under various conditions are ripe for a comprehensive development environment, and its impact on human life convenience and integration of , the creators but also how to go to a "live in the moment," the identity of the participants to express their views and reflections?
This creative project selection criteria in accordance with the design of "massively multiplayer online role-playing game," a concept as this creation in a "virtual world figurative" representative prototype; Based on this, this study hope to find a large number of players, called classic basis for believing that its work, and its art design maturity, integrity and depth must reach a considerable degree is more appropriate, and finally select well-known game "World of Warcraft", the model used for shifting the sample, the research work in the development of creative divided into an upper and production.1.conceptual level,2. visual performance level,3. techniques to explore aspects of the three parts.
In this institute around the central concept of creation: "the virtual world and the real world has, regardless of when you and I," this concept finally had to return to the "Life" up performance, the creation of the virtual and the real as the main topic, The role of art in the game is portrayed as a set, the concept of an object projected to academic theory as a tool for understanding and support, and then back again to belong to the emotional part of the creation, in the creation of this course of study to go again For creators are familiar with the use of symbol and metaphor deeper understanding. Whether in design or is in the creation, we will eventually have to face the audience, facing the user; I often hear the teacher said: "The first lesson in the art to be honest, the last lesson is honest; And the hardest thing is honesty! . " Set aside the skills, on the face of emotional sincerity, honesty and reflection on thinking, indeed began to enter the "art" of the first lesson, but also the last lesson.
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author2 |
卓聖格 教授 |
author_facet |
卓聖格 教授 Jiue-Yao Chang 張爵堯 |
author |
Jiue-Yao Chang 張爵堯 |
spellingShingle |
Jiue-Yao Chang 張爵堯 Stepping on the boundary between virtual and realBetween real life exists in the virtual world of World of Warcraft fans - creative discourse |
author_sort |
Jiue-Yao Chang |
title |
Stepping on the boundary between virtual and realBetween real life exists in the virtual world of World of Warcraft fans - creative discourse |
title_short |
Stepping on the boundary between virtual and realBetween real life exists in the virtual world of World of Warcraft fans - creative discourse |
title_full |
Stepping on the boundary between virtual and realBetween real life exists in the virtual world of World of Warcraft fans - creative discourse |
title_fullStr |
Stepping on the boundary between virtual and realBetween real life exists in the virtual world of World of Warcraft fans - creative discourse |
title_full_unstemmed |
Stepping on the boundary between virtual and realBetween real life exists in the virtual world of World of Warcraft fans - creative discourse |
title_sort |
stepping on the boundary between virtual and realbetween real life exists in the virtual world of world of warcraft fans - creative discourse |
publishDate |
2013 |
url |
http://ndltd.ncl.edu.tw/handle/8rmatp |
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