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Six St. Jeromes: notes on the technology and uses of computer lighting simulations
Malmö högskola, Faculty of Culture and Society (KS), School of Arts and Communication (K3).ORCID iD: 0000-0003-4132-2287
2003 (English)In: History and Images: Towards a New Iconology / [ed] Axel Bolvig, Phillip Lindley, Brepols, 2003, p. 131-138Chapter in book (Other academic)
Abstract [en]

Computer-generated images have become commonplace in recent years; just as commonplace is the absence of rich and compelling illumination and surface defini- tion. The advent of radiosity rendering--which models light behavior much more ac- curately than existing rendering modes--signals a major advance in the capabilities of computer simulations. “Six St. Jeromes” is a digital recreation of a detail from a painting of St. Jerome in his study by Antonello da Messina from about 1460, and is comprised of six versions of the scene under different lighting conditions. Wil- liam Mitchell’s The Reconfigured Eye serves as inspiration for this project, specifi- cally the chapter in which he traces digital image synthesis from the simplest to the most complex with reference to the corresponding changes that occurred in paint- ing from the Renaissance to contemporary works. This project does not propose to “correct” da Messina’s original, or produce works of art that aspire to a com- parison; rather, “Six St. Jeromes” attempts to explore the behavior of light in an environment that was never built--a task uniquely well-adapted to computer simu- lation--and to use the process of historical reconstruction as a means of refining the quality of digital images. Ultimately, the collision of a fifteenth-century painting with current rendering technology suggests new uses for lighting simulation, and calls for consideration of the significance of computer-generated light.

Place, publisher, year, edition, pages
Brepols, 2003. p. 131-138
Series
Medieval Texts and Cultures of Northern Europe
National Category
Humanities and the Arts
Identifiers
URN: urn:nbn:se:mau:diva-9400Local ID: 12879ISBN: 2-503-51155-4 OAI: oai:DiVA.org:mau-9400DiVA, id: diva2:1406432
Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2024-03-06Bibliographically approved
In thesis
1. Complicated Shadows: The Aesthetic Significance of Simulated Illumination in Digital Games
Open this publication in new window or tab >>Complicated Shadows: The Aesthetic Significance of Simulated Illumination in Digital Games
2008 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

A common feature of many digital games is that they are played in a simulated 3D environment, a game world. Simulated illumination is the lighting designed into a game world. This thesis explores the influence of simulated illumination in digital games upon the emotion and behavior of the player. It does so within the context of game aesthetics, building upon an understanding of games as having the potential to evoke an aesthetic experience that is deeply absorbing, is experienced as whole and coherent, evokes intense feelings or emotions, and engages a sense of “make believe.” A full account of how simulated illumination affects people is gained by tracing the contributions from media practice and real-space lighting, as well as taking into account the unique possibilities of interactive media. Based upon the rich set of lighting references and possibilities that are present in digital games, this thesis offers a taxonomy of influence of simulated illumination, which is organized such that it moves from progressively simple patterns and mechanisms that work without much player awareness, towards progressively greater complexity and consciousness of light qualities.The study of simulated illumination is complex, and best conducted within a transdisciplinary framework that includes three perspectives: empirical emotion research, investigation of the lighting attitudes of creative practitioners, and formal analysis of games with the aim of articulating their use qualities related to simulated illumination. The way in which a “triangulation” study could be structured is presented through the results of the two-year Shadowplay project, with specific reference to the effects of warm (reddish) and cool (bluish) simulated illumination upon the experience of gameplay. We learned that exposure to warm light in a game prototype created more positive affect and led to better performance, and uncovered an interesting correspondence in the lighting attitudes of creative practitioners, regarding the relatively attractive versus repulsive qualities of warm and cool illumination in game environments. The (sometimes inconsistent) results of the Shadowplay project are discussed with reference to the conception of “pleasure” as it is developed within phenomenological philosophy and hedonic psychology. Considered this way, simulated illumination can create “eliciting conditions” for more complex sequences of emotions that constitute game pleasures. Within a game, we respond emotionally to exposure to qualities of simulated illumination, based upon what we bring with us into the game (whether based upon tastes, attitudes related to genre, memories or more “hard-wired” responses to light). At the same time, we implicitly learn the significance of the illumination that we encounter through our activity in the game. This means that there is no simple mapping of illumination quality to emotional outcome. Rather, designers need to learn to manipulate the unique potentials of simulated illumination in relation to the other elements of the gameplay experience.

Place, publisher, year, edition, pages
Blekinge Institute of Technology, 2008. p. 228
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 10
Keywords
Digital games, Interaction design, Lighting, Simulated Illumination
National Category
General Literature Studies
Identifiers
urn:nbn:se:mau:diva-7429 (URN)7525 (Local ID)978-91-7295-142-6 (ISBN)7525 (Archive number)7525 (OAI)
Note

Paper V and VI in dissertation as manuscripts.

Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2024-03-06Bibliographically approved

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Niedenthal, Simon

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