Fractal Complexity in Built and Game Environments
Fractal patterns provide an automated mathematical method to create rich and engaging visuals. These methods have been applied in the design of physical and game spaces to only a limited extent. The current physical and virtual game worlds are dominated by rectangles, squares and linear concepts. This research studied the nature of fractal patterns and in particular the use of differing levels of fractal complexity to design physical and virtual environments. The findings from the randomized trial identified differing levels of fractal complexity and their aesthetic appeal to participants. These levels of fractal complexity were then applied to spatial environments in games to create spaces that were more or less appealing to the participant. The principle of using fractal complexity as a design tool to make an environment more or less comfortable provided game and architectural designers an additional mechanism to enhance spaces and levels of participant engagement.
Keywordsfractal surface complexity built environment computer game
Unable to display preview. Download preview PDF.
- 7.Salingaros, N.: A scientific basis for creating architectural forms. J. Arch. Plan. Res. 15, 283–293 (1998)Google Scholar
- 8.Salingeros, N.: Connecting the Fractal City. In: Keynote Speech, 5th Biennial of Towns and Town Planners in Europe, Barcelona (2003)Google Scholar
- 12.Hendrikx, M., Meijer, S., Van Der Velden, J., Iosup, A.: Procedural content generation for games: A survey. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) 9(1) (2013)Google Scholar
- 13.Bourke, P., Shier, J.: Space Filling: A new algorithm for procedural creation of game assets. In: Proceedings of the 5th Annual International Conference on Computer Games Multimedia & Allied Technology (2013)Google Scholar
- 14.Haase, F., Klein, M., Tarnowsky, A., Wolter, F.: Interactive fractal compositions. In: Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, pp. 181–188. ACM Press, New York (2012)Google Scholar