A influência da estereoscopia na experiência imersiva nos videogames

Detalhes bibliográficos
Ano de defesa: 2015
Autor(a) principal: Gonçalves, Diogo Augusto
Orientador(a): Andrade, Leonardo Antônio de lattes
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de São Carlos
Câmpus São Carlos
Programa de Pós-Graduação: Programa de Pós-Graduação em Imagem e Som - PPGIS
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Área do conhecimento CNPq:
Link de acesso: https://repositorio.ufscar.br/handle/20.500.14289/7622
Resumo: Stereoscopy is a form of image reproduction older than photography itself, and unlike it, it rearranges the spatiality of the elements in the screen, allowing observers different points of view. Although stereoscopy being a form of visualization this old, it did not remain obsolete. It has been reinvented nowadays with the help of different reproduction techniques. Stereoscopy expanded to the cinema, and recently for television and videogames. Regarding stereoscopy, this dissertation proposes to address how the tridimensional perspective influences the immersive experience in videogames, leading the virtual space of the game, closer to the interactor, which ultimately creates an intimate relationship between those two agents, giving new meanings to the interaction. Thus, for the development of this research, it was necessary to survey the historical evolution of stereoscopy, videogames and devices that enable immersion through virtual reality, to understand how this evolution happened and which was the motivation that led to this demand. After this historical overview, this research proposes to present what are the features that make the act of playing a video game something so immersive that sensitizes players to try new experiences. At last, we analyze games that use stereoscopy as a feature that enables enhanced immersion in their experiences, in order to understand the strategies that these games use to strengthen the link between the interactor and the fantastic interactive worlds, making a survey of the main characteristics that are aggregated to these games.
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spelling Gonçalves, Diogo AugustoAndrade, Leonardo Antônio dehttp://lattes.cnpq.br/3921612856948891http://lattes.cnpq.br/0555701646963289324fe8c5-123a-408b-86ba-5daccb7592382016-10-04T17:54:33Z2016-10-04T17:54:33Z2015-05-15GONÇALVES, Diogo Augusto. A influência da estereoscopia na experiência imersiva nos videogames. 2015. Dissertação (Mestrado em Imagem e Som) – Universidade Federal de São Carlos, São Carlos, 2015. Disponível em: https://repositorio.ufscar.br/handle/20.500.14289/7622.https://repositorio.ufscar.br/handle/20.500.14289/7622Stereoscopy is a form of image reproduction older than photography itself, and unlike it, it rearranges the spatiality of the elements in the screen, allowing observers different points of view. Although stereoscopy being a form of visualization this old, it did not remain obsolete. It has been reinvented nowadays with the help of different reproduction techniques. Stereoscopy expanded to the cinema, and recently for television and videogames. Regarding stereoscopy, this dissertation proposes to address how the tridimensional perspective influences the immersive experience in videogames, leading the virtual space of the game, closer to the interactor, which ultimately creates an intimate relationship between those two agents, giving new meanings to the interaction. Thus, for the development of this research, it was necessary to survey the historical evolution of stereoscopy, videogames and devices that enable immersion through virtual reality, to understand how this evolution happened and which was the motivation that led to this demand. After this historical overview, this research proposes to present what are the features that make the act of playing a video game something so immersive that sensitizes players to try new experiences. At last, we analyze games that use stereoscopy as a feature that enables enhanced immersion in their experiences, in order to understand the strategies that these games use to strengthen the link between the interactor and the fantastic interactive worlds, making a survey of the main characteristics that are aggregated to these games.A estereoscopia é uma forma de reprodução imagética mais antiga que a própria fotografia, e diferente dela, reorganiza toda a espacialidade dos elementos presentes no quadro, permitindo aos observadores diferentes pontos de vista. Mesmo sendo uma forma de visualização antiga, não permaneceu obsoleta sendo reinventada na atualidade com a ajuda de diferentes técnicas de reprodução. No que tange a estereoscopia, esse trabalho propõe abordar como a perspectiva tridimensional influência a experiência imersiva nos videogames, aproximando o espaço virtual, presente nos jogos, do jogador, o que acaba por criar uma relação intima entre esses dois agentes, dando novos significados para a interação. Sendo assim, para o desenvolvimento desta pesquisa, foi necessário realizar um levantamento sobre a evolução histórica da estereoscopia, videogames e dispositivos que possibilitam a imersão por realidade virtual, para compreender como essa evolução aconteceu e o qual foi à motivação que levou a essa busca. Após esse panorama histórico, a presente pesquisa propõe apresentar quais são as características que tornam o ato de jogar um videogame algo tão imersivo que sensibiliza os jogadores a experimentar novas experiências. Por fim, foram analisados videogames que utilizam da estereoscopia como um recurso que permite um reforço da imersão em suas experiências, para compreender as estratégias que tais jogos utilizam para estreitar o laço existente entre o jogador e os mundos interativos, fazendo um levantamento das principais características que são agregadas a esses jogos.Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)porUniversidade Federal de São CarlosCâmpus São CarlosPrograma de Pós-Graduação em Imagem e Som - PPGISUFSCarJogosVideo gamesEstereoscopiaInteratividadeNarrativasCIENCIAS HUMANASLINGUISTICA, LETRAS E ARTES::ARTES::CINEMA::TECNICAS DE REGISTRO E PROCESSAMENTO DE FILMESA influência da estereoscopia na experiência imersiva nos videogamesinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisOnline600600c2767719-a3e5-4e82-8161-8baeb255184einfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFSCARinstname:Universidade Federal de São Carlos (UFSCAR)instacron:UFSCARORIGINALDissDAG.pdfDissDAG.pdfapplication/pdf4523028https://repositorio.ufscar.br/bitstreams/7ed6315d-56e3-4e92-8adb-731c8f56b922/download41ee57e3b3e28bd42b436e3bd7221379MD51trueAnonymousREADLICENSElicense.txtlicense.txttext/plain; charset=utf-81957https://repositorio.ufscar.br/bitstreams/7076f91c-f20f-46a2-b0bc-b717645ead0b/downloadae0398b6f8b235e40ad82cba6c50031dMD52falseAnonymousREADTEXTDissDAG.pdf.txtDissDAG.pdf.txtExtracted texttext/plain208434https://repositorio.ufscar.br/bitstreams/98939a12-e66c-4ea5-855b-2b8f23cee14d/download5c493957561774f3928c0b518812e4daMD55falseAnonymousREADTHUMBNAILDissDAG.pdf.jpgDissDAG.pdf.jpgIM Thumbnailimage/jpeg3895https://repositorio.ufscar.br/bitstreams/3204c88a-ffa4-4380-afb1-fa12faeed50e/download19516d4eeb8ff31b96696e0611b7c8cbMD56falseAnonymousREAD20.500.14289/76222025-02-05 17:17:40.08Acesso abertoopen.accessoai:repositorio.ufscar.br:20.500.14289/7622https://repositorio.ufscar.brRepositório InstitucionalPUBhttps://repositorio.ufscar.br/oai/requestrepositorio.sibi@ufscar.bropendoar:43222025-02-05T20:17:40Repositório Institucional da UFSCAR - Universidade Federal de São Carlos (UFSCAR)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
dc.title.por.fl_str_mv A influência da estereoscopia na experiência imersiva nos videogames
title A influência da estereoscopia na experiência imersiva nos videogames
spellingShingle A influência da estereoscopia na experiência imersiva nos videogames
Gonçalves, Diogo Augusto
Jogos
Video games
Estereoscopia
Interatividade
Narrativas
CIENCIAS HUMANAS
LINGUISTICA, LETRAS E ARTES::ARTES::CINEMA::TECNICAS DE REGISTRO E PROCESSAMENTO DE FILMES
title_short A influência da estereoscopia na experiência imersiva nos videogames
title_full A influência da estereoscopia na experiência imersiva nos videogames
title_fullStr A influência da estereoscopia na experiência imersiva nos videogames
title_full_unstemmed A influência da estereoscopia na experiência imersiva nos videogames
title_sort A influência da estereoscopia na experiência imersiva nos videogames
author Gonçalves, Diogo Augusto
author_facet Gonçalves, Diogo Augusto
author_role author
dc.contributor.authorlattes.por.fl_str_mv http://lattes.cnpq.br/0555701646963289
dc.contributor.author.fl_str_mv Gonçalves, Diogo Augusto
dc.contributor.advisor1.fl_str_mv Andrade, Leonardo Antônio de
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/3921612856948891
dc.contributor.authorID.fl_str_mv 324fe8c5-123a-408b-86ba-5daccb759238
contributor_str_mv Andrade, Leonardo Antônio de
dc.subject.por.fl_str_mv Jogos
Video games
Estereoscopia
Interatividade
Narrativas
topic Jogos
Video games
Estereoscopia
Interatividade
Narrativas
CIENCIAS HUMANAS
LINGUISTICA, LETRAS E ARTES::ARTES::CINEMA::TECNICAS DE REGISTRO E PROCESSAMENTO DE FILMES
dc.subject.cnpq.fl_str_mv CIENCIAS HUMANAS
LINGUISTICA, LETRAS E ARTES::ARTES::CINEMA::TECNICAS DE REGISTRO E PROCESSAMENTO DE FILMES
description Stereoscopy is a form of image reproduction older than photography itself, and unlike it, it rearranges the spatiality of the elements in the screen, allowing observers different points of view. Although stereoscopy being a form of visualization this old, it did not remain obsolete. It has been reinvented nowadays with the help of different reproduction techniques. Stereoscopy expanded to the cinema, and recently for television and videogames. Regarding stereoscopy, this dissertation proposes to address how the tridimensional perspective influences the immersive experience in videogames, leading the virtual space of the game, closer to the interactor, which ultimately creates an intimate relationship between those two agents, giving new meanings to the interaction. Thus, for the development of this research, it was necessary to survey the historical evolution of stereoscopy, videogames and devices that enable immersion through virtual reality, to understand how this evolution happened and which was the motivation that led to this demand. After this historical overview, this research proposes to present what are the features that make the act of playing a video game something so immersive that sensitizes players to try new experiences. At last, we analyze games that use stereoscopy as a feature that enables enhanced immersion in their experiences, in order to understand the strategies that these games use to strengthen the link between the interactor and the fantastic interactive worlds, making a survey of the main characteristics that are aggregated to these games.
publishDate 2015
dc.date.issued.fl_str_mv 2015-05-15
dc.date.accessioned.fl_str_mv 2016-10-04T17:54:33Z
dc.date.available.fl_str_mv 2016-10-04T17:54:33Z
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dc.identifier.citation.fl_str_mv GONÇALVES, Diogo Augusto. A influência da estereoscopia na experiência imersiva nos videogames. 2015. Dissertação (Mestrado em Imagem e Som) – Universidade Federal de São Carlos, São Carlos, 2015. Disponível em: https://repositorio.ufscar.br/handle/20.500.14289/7622.
dc.identifier.uri.fl_str_mv https://repositorio.ufscar.br/handle/20.500.14289/7622
identifier_str_mv GONÇALVES, Diogo Augusto. A influência da estereoscopia na experiência imersiva nos videogames. 2015. Dissertação (Mestrado em Imagem e Som) – Universidade Federal de São Carlos, São Carlos, 2015. Disponível em: https://repositorio.ufscar.br/handle/20.500.14289/7622.
url https://repositorio.ufscar.br/handle/20.500.14289/7622
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Câmpus São Carlos
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