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Spatial Cognition in virtual environment: Spatial cognition in video games

Anagnostopoulou-Politou, K; Al-Sayed, K; (2016) Spatial Cognition in virtual environment: Spatial cognition in video games. In: Guimarães, N and Paio, A and Osório, FC and Oliveira, MJ and Oliveira, S, (eds.) [Proceedings of the 2016 Architecture in-Play International Conference]. (pp. pp. 195-202). University Institute of Lisbon (ISCTE-IUL) and La Sapienza Universitá of Roma: Lisbon, Portugal. Green open access

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Abstract

If spatial configuration is the main generator of natural movement in real environments, what happens when the navigation in virtual environments is mainly governed by properties of characters and not by the mathematical spatial configuration of a plan? This study is focused on the field of spatial cognition, navigation and way finding in the context of Half life video game, where individuals -players- mainly navigate through by virtue of their decisions to approach certain goals (missions). The objective is to capture the correlation between space-time and observed movement in the virtual environment by analysing the video game space and conducting an experiment. The case under study is "Half Life 2 - Episode 2“; a strategy videogame, with mission to find the best routes out of the virtual environment settings. Observations of players’ navigation are carried out supported by spatial analysis and a new methodology named time-convex to model space-time relationships.

Type: Proceedings paper
Title: Spatial Cognition in virtual environment: Spatial cognition in video games
Event: Architecture in-Play International Conference, 11-12 July 2016, Lisbon, Portugal
Location: Lisbon
Dates: 11 July 2016 - 12 July 2016
ISBN-13: 9789897328046
Open access status: An open access version is available from UCL Discovery
Publisher version: http://hdl.handle.net/10071/11840
Language: English
Additional information: Copyright © 2016 Instituto Universitário de Lisboa (ISCTE-IUL); © Nuno Guimarães, Alexandra Paio, Sancho Oliveira, Filipa Crespo Osório, Maria João Oliveira (editors); © Architecture InPlay Conferences 2016; © in all texts, projects and images, are owned by their authors.
Keywords: Space Syntax; Spatial Cognition; Videogames; Wayfinding; Navigation
UCL classification: UCL > Provost and Vice Provost Offices
UCL > Provost and Vice Provost Offices > UCL BEAMS
UCL > Provost and Vice Provost Offices > UCL BEAMS > Faculty of the Built Environment
UCL > Provost and Vice Provost Offices > UCL BEAMS > Faculty of the Built Environment > The Bartlett School of Architecture
URI: https://discovery.ucl.ac.uk/id/eprint/1542235
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