Araştırma Makalesi
BibTex RIS Kaynak Göster

A Method for Decoding and Representing Time in Fourdimensional Spaces via Digital Game Environment

Yıl 2023, , 99 - 120, 31.03.2023
https://doi.org/10.53710/jcode.1248185

Öz

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.

Kaynakça

  • Albert, E. (1920). Time, Space and Gravitation. In Science. New York; The Science Press.
  • 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/
  • Bogost, I. (2010). Persuasive games: The expressive power of videogames. MIT Press.
  • 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
  • Dietrich, A. (2004). The Cognitive Neuroscience of Creativity. Psychonomic Bulletin & Review, 11(6), 1011–1026. https://doi.org/10.3758/ bf03196731
  • Erhan, H. (2022). Special Topics in Game Design & Development: Creativity and Developing Computing Technologies (Class Notes). Istanbul Technical University, Master’s Program of Game and Interaction Technologies.
  • Evans, R. (1997). Translations from drawing to building. MIT Press.
  • Foschini, L. (2017). Yet another introduction to relativistic astrophysics. https://doi.org/https://doi.org/10.48550/arXiv.1703.05575
  • GitHub. (2017). Motion Blur post-processing effect for unity. Retrieved February 5, 2023, from https://github.com/keijiro/KinoMotion
  • Henderson, L. D. (2018). Fourth Dimension and non-euclidean geometry in Modern Art. MIT Press.
  • Hiesinger, K. B. (2011). Zaha Hadid: Form in Motion. Philadelphia Museum of Art Bulletin, 4, 14–60. http://www.jstor.org/stable/41501092
  • Minkowski, H. (1920). Raum und zeit. Leipzig, Berlin; B. G. Teubner.
  • Ohori, K. A., Ledoux, H., & Stoter, J. (2017, June 30). Modeling and manipulating spacetime objects in a true 4D model. Journal of Spatial Information Science. Retrieved February 5, 2023, from https://josis.org/index.php/josis/article/view/78
  • Pearson, L. C. (2016). Architectures of Ironic Computation: How videogames offer new protocols for architectural experimentation. Inflection, 3. Retrieved February 5, 2023, from https://discovery.ucl.ac.uk/id/ eprint/1550096/
  • Pearson, L. C. (2020). A machine for playing in: Exploring the videogame as a medium for architectural design. Design Studies, 66, 114–143. https://doi.org/10.1016/j.destud.2019.11.005
  • Duclos, I. P. (2016). Contingency in Post-Situationist Architecture (Doctoral Dissertation). Archivo Digital UPM. Retrieved February 5, 2023, from https://doi.org/10.20868/UPM.thesis.44442
  • Riahi, P. (2017). Expanding the boundaries of architectural representation. The Journal of Architecture, 22(5), 815–824. https://doi.org/10.1080/13602365.2017.1351671
  • Simon, H. A. (2001). Creativity in the Arts and the Sciences. The Kenyon Review, 23(2), 203–220. http://www.jstor.org/stable/4338222
  • Schumacher, P. (2004). Digital Hadid: Landscapes in Motion. Basel: Birkhäuser.
  • Șentürer, A. (2022). Designing through Archi-Cine Sections/Sectional- Montages. In Trans Studio. 64–81. Yem.
  • Thomas, T. (2005). The Fabric of Space: Spin Networks. Einstein Online. Retrieved February 5, 2023, from https://www.einstein-online.info/en/spotlight/spin_networks/
  • Unity Asset Store. (2011). Trail Particles/effects. Unity Asset Store. Retrieved February 5, 2023, from https://assetstore.unity.com/packages/ tools/particles-effects/melee-weapon-trail-1728
  • Woods, L. (2008). Drawn into space: Zaha Hadid. Architectural Design, 78(4), 28–35. https://doi.org/10.1002/ad.702
  • Youkhana, S. & Pearson, L. C. (2021). The Allegorithmic Utopia of Videogame Urbanism. In R. J. Hyde & F. Filippidis (Eds.), Intelligent control: Disruptive technologies. essay, RIBA Publishing.
  • Zaha Hadid Architects. (1993) Vitra Fire Station - Zaha Hadid Architects. Retrieved February 5, 2023, from https://www.zaha-hadid.com/ architecture/vitra-fire-station-2/

Dört Boyutlu Mekanlarda Zamanı Çözümlemek ve Temsil Etmek İçin Dijital Oyun Ortamında Bir Yöntem Önerisi

Yıl 2023, , 99 - 120, 31.03.2023
https://doi.org/10.53710/jcode.1248185

Öz

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.

Kaynakça

  • Albert, E. (1920). Time, Space and Gravitation. In Science. New York; The Science Press.
  • 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/
  • Bogost, I. (2010). Persuasive games: The expressive power of videogames. MIT Press.
  • 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
  • Dietrich, A. (2004). The Cognitive Neuroscience of Creativity. Psychonomic Bulletin & Review, 11(6), 1011–1026. https://doi.org/10.3758/ bf03196731
  • Erhan, H. (2022). Special Topics in Game Design & Development: Creativity and Developing Computing Technologies (Class Notes). Istanbul Technical University, Master’s Program of Game and Interaction Technologies.
  • Evans, R. (1997). Translations from drawing to building. MIT Press.
  • Foschini, L. (2017). Yet another introduction to relativistic astrophysics. https://doi.org/https://doi.org/10.48550/arXiv.1703.05575
  • GitHub. (2017). Motion Blur post-processing effect for unity. Retrieved February 5, 2023, from https://github.com/keijiro/KinoMotion
  • Henderson, L. D. (2018). Fourth Dimension and non-euclidean geometry in Modern Art. MIT Press.
  • Hiesinger, K. B. (2011). Zaha Hadid: Form in Motion. Philadelphia Museum of Art Bulletin, 4, 14–60. http://www.jstor.org/stable/41501092
  • Minkowski, H. (1920). Raum und zeit. Leipzig, Berlin; B. G. Teubner.
  • Ohori, K. A., Ledoux, H., & Stoter, J. (2017, June 30). Modeling and manipulating spacetime objects in a true 4D model. Journal of Spatial Information Science. Retrieved February 5, 2023, from https://josis.org/index.php/josis/article/view/78
  • Pearson, L. C. (2016). Architectures of Ironic Computation: How videogames offer new protocols for architectural experimentation. Inflection, 3. Retrieved February 5, 2023, from https://discovery.ucl.ac.uk/id/ eprint/1550096/
  • Pearson, L. C. (2020). A machine for playing in: Exploring the videogame as a medium for architectural design. Design Studies, 66, 114–143. https://doi.org/10.1016/j.destud.2019.11.005
  • Duclos, I. P. (2016). Contingency in Post-Situationist Architecture (Doctoral Dissertation). Archivo Digital UPM. Retrieved February 5, 2023, from https://doi.org/10.20868/UPM.thesis.44442
  • Riahi, P. (2017). Expanding the boundaries of architectural representation. The Journal of Architecture, 22(5), 815–824. https://doi.org/10.1080/13602365.2017.1351671
  • Simon, H. A. (2001). Creativity in the Arts and the Sciences. The Kenyon Review, 23(2), 203–220. http://www.jstor.org/stable/4338222
  • Schumacher, P. (2004). Digital Hadid: Landscapes in Motion. Basel: Birkhäuser.
  • Șentürer, A. (2022). Designing through Archi-Cine Sections/Sectional- Montages. In Trans Studio. 64–81. Yem.
  • Thomas, T. (2005). The Fabric of Space: Spin Networks. Einstein Online. Retrieved February 5, 2023, from https://www.einstein-online.info/en/spotlight/spin_networks/
  • Unity Asset Store. (2011). Trail Particles/effects. Unity Asset Store. Retrieved February 5, 2023, from https://assetstore.unity.com/packages/ tools/particles-effects/melee-weapon-trail-1728
  • Woods, L. (2008). Drawn into space: Zaha Hadid. Architectural Design, 78(4), 28–35. https://doi.org/10.1002/ad.702
  • Youkhana, S. & Pearson, L. C. (2021). The Allegorithmic Utopia of Videogame Urbanism. In R. J. Hyde & F. Filippidis (Eds.), Intelligent control: Disruptive technologies. essay, RIBA Publishing.
  • Zaha Hadid Architects. (1993) Vitra Fire Station - Zaha Hadid Architects. Retrieved February 5, 2023, from https://www.zaha-hadid.com/ architecture/vitra-fire-station-2/
Toplam 25 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Mimarlık
Bölüm Araştırma Makaleleri
Yazarlar

Betül Uyan

Sevil Yazıcı 0000-0002-0664-4494

Yayımlanma Tarihi 31 Mart 2023
Yayımlandığı Sayı Yıl 2023

Kaynak Göster

APA Uyan, B., & Yazıcı, S. (2023). A Method for Decoding and Representing Time in Fourdimensional Spaces via Digital Game Environment. Journal of Computational Design, 4(1), 99-120. https://doi.org/10.53710/jcode.1248185

88x31.png

JCoDe makaleleri "Creative Commons Attribution-NonCommercial 4.0 International License" altında yayınlanmaktadır.