通过游戏的矛盾心理融合数字遗产中的冲突

S. Aydın, M. Schnabel
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引用次数: 9

摘要

数字遗产是一种两栖动物,跨越了虚幻(数字)和真实(实际)的环境。或者,它的两面性源于一个事实,这个事实不是依赖于对比鲜明的现实,而是依赖于一个中心,在现实与现实之间发生振荡。根据鲍德里亚对当代艺术的批评,本文通过对一个名为“查找”的全穹顶媒体艺术应用程序的研究,呈现了数字遗产中存在的这些差异和矛盾状况。在谈到文化遗产的真实性问题时,基于设计方式可以融合数字遗产中的冲突的主张,介绍了一个设计研究项目“增强喀什”。该项目在中国最西端城市喀什的特殊环境中开发,遵循通过设计进行研究(RtD)的方法。利用喀什的建筑特征,设计一个数字游戏作为现有文化遗产项目的反策略,并参考鲍德里亚对电子游戏和玩家的观点进行了讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fusing Conflicts Within Digital Heritage Through the Ambivalence of Gaming
Digital Heritage is amphibian by spanning between unrealreal (digital) and real-real (actual) environments. Or its amphiboly derives from a fact that relies not on contrasting realities but a hub from which an oscillation occurs between the real and the actual. Inferring to Baudrillard’s criticism of contemporary art, this paper presents these disparities and ambivalent conditions found in digital heritage by examining a full-dome media-art application called Look-Up. Touching upon the authenticity issue in cultural heritage, a design research project, Augmenting Kashgar, is then introduced on the basis of the claim that a design manner can fuse conflicts within Digital Heritage. Developed within the special context of Kashgar, China’s westernmost city, the methodology of the project that follows a Research through Design (RtD) approach is provided. Making use of the architectural features of Kashgar, designing a digital game as a counter-strategy to existing cultural heritage programmes is discussed with references to Baudrillard’s perspective on video games and gamers.
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