Living Small HOS in a Live Big Big Mythos: The development of patchwork and guidelines for the presentation of famines by means of microsets and interactive mechanisms to engage and focus attention of the player on the narrative layer. (Q80052): Difference between revisions
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(Created claim: summary (P836): Reference_reference_programme_aids:SA.41471 (2015/X) _public:Article 25 of Commission Regulation (EC) No 651/2014 of 17 June 2014 declaring certain categories of aid compatible with the internal market in the application of Article 107 and 108 of the Treaty (OJ(OJ LThe EU L 187/1 of 26.06.2014), the aim of the project is to create an innovative, non-linear system for the presentation of fireworks.The novelty of the solution lies in the presentat...) |
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Reference_reference_programme_aids:SA.41471 (2015/X) _public:Article 25 of Commission Regulation (EC) No 651/2014 of 17 June 2014 declaring certain categories of aid compatible with the internal market in the application of Article 107 and 108 of the Treaty (OJ(OJ LThe EU L 187/1 of 26.06.2014), the aim of the project is to create an innovative, non-linear system for the presentation of fireworks.The novelty of the solution lies in the presentation of a complex, non-linear façade while not implementing the non-interactive sequences imposed on the player by forcing him to experience the narrative of the narrative in the strict prescribed form.The façade, implemented in the world of games in the form of dialogues, for the role-play game, for the monologist of the main hero, is presented to a player in an intrusive form in real time, in parallel with the action taken by the gambler in the world of play.The aim is to create an ecosystem that gives the player a sense of control over the development of events and will enable the most immeria in a create world.In order to achieve these effects, part of the R & D work on the Lise is the creation of an ecosystem in which the main hero is in microscale in relation to the other actors of the narrative layer.An essential part of the research and development work aimed at developing the Liese system is to develop the implementation of an audio and visual layer consistent with the objectives of the project.In addition to its aesthetic qualities, the visual layer should increase the gambler’s leadership in the surrounding world and story.The implementation of the audio layer should allow for the adaptation of the speed, mood and prioritisation of the sound path and dialogues in the context of events around the player.An additional element which distinguishes our project is the use of micro-scales to amplify the different drivers from the game and its forms.By placing a player in the body of a form that is grossly prejudicial to human beings, not (English) | |||
Property / summary: Reference_reference_programme_aids:SA.41471 (2015/X) _public:Article 25 of Commission Regulation (EC) No 651/2014 of 17 June 2014 declaring certain categories of aid compatible with the internal market in the application of Article 107 and 108 of the Treaty (OJ(OJ LThe EU L 187/1 of 26.06.2014), the aim of the project is to create an innovative, non-linear system for the presentation of fireworks.The novelty of the solution lies in the presentation of a complex, non-linear façade while not implementing the non-interactive sequences imposed on the player by forcing him to experience the narrative of the narrative in the strict prescribed form.The façade, implemented in the world of games in the form of dialogues, for the role-play game, for the monologist of the main hero, is presented to a player in an intrusive form in real time, in parallel with the action taken by the gambler in the world of play.The aim is to create an ecosystem that gives the player a sense of control over the development of events and will enable the most immeria in a create world.In order to achieve these effects, part of the R & D work on the Lise is the creation of an ecosystem in which the main hero is in microscale in relation to the other actors of the narrative layer.An essential part of the research and development work aimed at developing the Liese system is to develop the implementation of an audio and visual layer consistent with the objectives of the project.In addition to its aesthetic qualities, the visual layer should increase the gambler’s leadership in the surrounding world and story.The implementation of the audio layer should allow for the adaptation of the speed, mood and prioritisation of the sound path and dialogues in the context of events around the player.An additional element which distinguishes our project is the use of micro-scales to amplify the different drivers from the game and its forms.By placing a player in the body of a form that is grossly prejudicial to human beings, not (English) / rank | |||
Normal rank |
Revision as of 09:02, 4 March 2020
Project in Poland financed by DG Regio
Language | Label | Description | Also known as |
---|---|---|---|
English | Living Small HOS in a Live Big Big Mythos: The development of patchwork and guidelines for the presentation of famines by means of microsets and interactive mechanisms to engage and focus attention of the player on the narrative layer. |
Project in Poland financed by DG Regio |
Statements
953,719.99 zloty
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1,278,269.61 zloty
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74.61 percent
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1 December 2016
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30 April 2018
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OVID WORKS SP. Z O.O.
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Numer_referencyjny_programu_pomocowego: SA.41471(2015/X) Przeznaczenie_pomocy_publicznej: art. 25 rozporządzenia KE nr 651/2014 z dnia 17 czerwca 2014 r. uznające niektóre rodzaje pomocy za zgodne z rynkiem wewnętrznym w stosowaniu art. 107 i 108 Traktatu (Dz. Urz. UE L 187/1 z 26.06.2014),Celem projektu jest stworzenie innowacyjnego, nieliniowego systemu prezentacji fabuły. Innowacyjność rozwiązania polega na prezentacji zawiłej, nieliniowej fabuły przy jednoczesnym braku implementowania nieinteraktywnych sekwencji, które narzucane na gracza zmuszają go do doświadczania warstwy narracyjnej w ściśle narzuconej formie. Fabuła, implementowana w świecie gry w formie dialogów, przedmiotów niosących wartość fabularną, czy monologów głównego bohatera, prezentowana jest graczowi w formie nieintruzyjnej w czasie rzeczywistym, równolegle do działań podejmowanych przez gracza w świecie gry. Celem takiego rozwiązania jest stworzenie ekosystemu, który da graczowi poczucie kontroli nad rozwojem wydarzeń i umożliwi jak największą immersję w wykreowanym świecie. W celu osiągnięcia powyższych efektów, częścią prac B+R nad LiSE jest stworzenie ekosystemu, w którym główny bohater porusza się w mikro-skali w odniesieniu do pozostałych aktorów warstwy narracyjnej. Istotną częścią prac badawczo-rozwojowych mających na celu opracowanie systemu LiSE jest opracowanie sposobu implementacji warstwy audio-wizualnej, spójnej z założeniami projektu. Warstwa wizualna, oprócz walorów estetycznych, powinna zwiększać imersję gracza w otaczający świat i opowiadaną historię. Implementacja warstwy audio powinna umożliwiać adaptację tempa, nastroju oraz priorytetyzację ścieżki dźwiękowej i dialogów w kontekście wydarzeń rozgrywających się wokół gracza. Dodatkowym elementem wyróżniającym nasz projekt jest zastosowanie mikro-skali w celu amplifikacji odbieranych bodźców ze świata gry i zamieszkujących go postaci. Poprzez umieszczenie gracza w ciele postaci znacznie ustępującej rozmiarom człowiekowi, ot (Polish)
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Reference_reference_programme_aids:SA.41471 (2015/X) _public:Article 25 of Commission Regulation (EC) No 651/2014 of 17 June 2014 declaring certain categories of aid compatible with the internal market in the application of Article 107 and 108 of the Treaty (OJ(OJ LThe EU L 187/1 of 26.06.2014), the aim of the project is to create an innovative, non-linear system for the presentation of fireworks.The novelty of the solution lies in the presentation of a complex, non-linear façade while not implementing the non-interactive sequences imposed on the player by forcing him to experience the narrative of the narrative in the strict prescribed form.The façade, implemented in the world of games in the form of dialogues, for the role-play game, for the monologist of the main hero, is presented to a player in an intrusive form in real time, in parallel with the action taken by the gambler in the world of play.The aim is to create an ecosystem that gives the player a sense of control over the development of events and will enable the most immeria in a create world.In order to achieve these effects, part of the R & D work on the Lise is the creation of an ecosystem in which the main hero is in microscale in relation to the other actors of the narrative layer.An essential part of the research and development work aimed at developing the Liese system is to develop the implementation of an audio and visual layer consistent with the objectives of the project.In addition to its aesthetic qualities, the visual layer should increase the gambler’s leadership in the surrounding world and story.The implementation of the audio layer should allow for the adaptation of the speed, mood and prioritisation of the sound path and dialogues in the context of events around the player.An additional element which distinguishes our project is the use of micro-scales to amplify the different drivers from the game and its forms.By placing a player in the body of a form that is grossly prejudicial to human beings, not (English)
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Identifiers
POIR.01.02.00-00-0129/16
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