From Euclidean Space to Albertian Gaze : Traditions of Visual Representation in Games Beyond the Surface

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In this paper, we examine the two highly relevant traditions of the simulation of space, and the simulation of the gaze, to develop an art history approach to video games rooted in the relationship of a gamer to the visual and play space implemented in the game. Parallel projection and perspective are both examined from their philosophical roots in Greek antiquity to their technological implementation in 2D game engines; the many techniques employed to simulate a third dimension out of the bidimensional surface of the screen (namely parallax scrolling, occlusion, depth cues and ray casting) help influence the player’s engagement with the game space, and his positioning on the continuum opposing contemplative immersion and interactive engagement. Our efforts concentrate on 2D games and the various methods used for implementing a third dimension through depth cues and techniques, but opens areas of inquiry for future research into polygonal 3D graphics as well.

ARSENAULT, Dominic & Audrey Larochelle (2013). « From Euclidean space to Albertian gaze: The visual traditions of representation in video games ». Conference proceedings of Art History of Games, held within the international 2013 conference of the Digital Games Research Association (DiGRA). https://dl.digra.org/index.php/dl/article/view/662

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