TY - JOUR T1 - A Method for Decoding and Representing Time in Fourdimensional Spaces via Digital Game Environment TT - Dört Boyutlu Mekanlarda Zamanı Çözümlemek ve Temsil Etmek İçin Dijital Oyun Ortamında Bir Yöntem Önerisi AU - Uyan, Betül AU - Yazıcı, Sevil PY - 2023 DA - March DO - 10.53710/jcode.1248185 JF - Journal of Computational Design JO - JCoDe PB - İstanbul Technical University WT - DergiPark SN - 2687-4318 SP - 99 EP - 120 VL - 4 IS - 1 LA - en AB - The search for novel representation method is one of the critical components of the creative design process. Discoveries in science, such as four-dimensional (4D) spacetime, influenced artists and architects. However, existing representation techniques constrained in two-dimensional (2D) sheets for 4D spacetime for representation is evaluated as a limitation of architecture discipline. Currently, digital game environments are the potential mediums of 4D architectural representation. This study aims to decode and represent time as an entity of 4D spaces. Digital game environment provides the needed flexibility for experimenting in 4D space. Therefore, unity game engine and C# programming are used together with computer aided design (CAD) tools to generate 4D representations. 4D representations are based on two different impressions of time dimension as (1) time dilation and (2) distortion of spacetime. While time dilation is represented via motion blur (mB) script, distortion of spacetime is represented via motion trail (mT) script. As preliminary results, metrics of the time dimension in 4D spatio-temporal representations are introduced. Experimental 4D representations produced via Unity game engine and C# programming are presented to discuss the potential of game environments to be the medium of architectural representation. KW - 4D Spacetime KW - Architectural Representation KW - Digital Game Engine N2 - Yeni bir temsil yöntemi arayışı, yaratıcı tasarım sürecinin kritik bileşenlerindendir. Dört boyutlu (4B) uzay-zaman gibi bilimdeki keşifler, sanatçıları ve mimarları etkilemiştir. 4B uzay-zaman fikrinden etkilenen bir mimarlık için iki boyutlu (2B) paftalarla sınırlandırılmış mevcut temsil teknikleri, bu disiplininin bir sınırlaması olarak değerlendirilmektedir. Günümüzde, dijital oyun ortamları 4B mimari temsilin potansiyel araçlarıdır. Bu çalışma, zamanı 4B mekanların bir bileşeni olarak deşifre etmeyi ve temsil etmeyi amaçlamaktadır. Dijital oyun ortamı, 4B uzayda yapılacak temsil denemesi için yeterli esnekliği sağlamaktadır. Bu nedenle, Unity oyun motoru ve C# programlama, 4B temsiller oluşturmak için bilgisayar destekli tasarım araçlarıyla birlikte kullanılmaktadır. 4B temsiller, (1) zaman genişlemesi ve (2) uzay-zamanın bozulması olmak üzere iki farklı zaman boyutu izlenimine dayanmaktadır. Zaman genişlemesi hareket bulanıklığı (mB) betiği ile temsil edilirken, uzay-zamanın bozulması hareket izi (mT) betiği ile temsil edilmektedir. Ön sonuçlar olarak, 4B uzay-zamansal temsillerdeki zaman boyutunun ölçütleri tanıtılmıştır. Unity oyun motoru ve C# programlama yoluyla üretilen deneysel 4B temsiller, oyun ortamlarının mimari temsil aracı olma potansiyelini tartışmak için sunulmuştur. CR - Albert, E. (1920). Time, Space and Gravitation. In Science. New York; The Science Press. CR - Bauch, A. (2021). How time is made. Einstein Online. Retrieved February 5, 2023, from https://www.einstein-online.info/en/spotlight/how-time-is-made/ CR - Bogost, I. (2010). Persuasive games: The expressive power of videogames. MIT Press. CR - Cavallo, M. (2021). Higher dimensional graphics: Conceiving worlds in four spatial dimensions and beyond. Computer Graphics Forum, 40(2), 51–63. https://doi.org/10.1111/cgf.142614 CR - Dietrich, A. (2004). The Cognitive Neuroscience of Creativity. 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