Między realnością a wirtualnością. Wykorzystanie fotogrametrii w grze wideo Zaginięcie Ethana Cartera
Author(s) -
Joanna Sikorska
Publication year - 2018
Publication title -
images the international journal of european film performing arts and audiovisual communication
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.1
0eISSN - 2720-040X
pISSN - 1731-450X
DOI - 10.14746/i.2017.30.12.
Subject(s) - photogrammetry , avatar , context (archaeology) , augmented reality , narrative , illusion , computer graphics (images) , computer science , art , multimedia , visual arts , human–computer interaction , computer vision , literature , geography , psychology , archaeology , neuroscience
Today we are seeing significant technological progress in the context of imitating reality. One technology which emulates our reality in comprehensive way is photogrammetry. The aim of the article is to illustrate the using of photogrammetry in the context of video games. The main part of the text is an analysis of The Vanishing of Ethan Carter (The Astronauts, 2015). The authors of this video game decided to apply photogrammetry in order to display vast spaces in which an avatar is moving. I indicate that such an implementation not only creates a reliable illusion of reality, but also crucially affects video games’ poetics and narration.
Accelerating Research
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom
Address
John Eccles HouseRobert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom