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毕业论文网 > 毕业论文 > 设计学类 > 产品设计 > 正文

情绪在交互中的表达毕业论文

 2021-03-12 11:03  

摘 要

在如今的社会中,随着艺术类教育的普及,能创作出质量尚可的作品已不再是小部分人的专利,然能够脱颖而出的依旧是屈指可数,且能够更大发挥价其为人共同欣赏的价值——在商业活动中获得成功者,更是凤毛菱角。而无论何种领域的成功作品,都有着相似的优点——在情绪和气氛渲染效果上有着出众的表现,即,在用影响画面表现的重要构成元素:颜色,构图,造型等方面成功营造了与主题相符且令人信服的环境。

情绪和氛围渲染不仅使作品的美术水平有所提高,还能帮助作者能与观众、玩家更好的交流沟通。让观众、玩家最直接感受到作品主题思想的方式,就是根据主题思想创造出一个场景,让作品受众感受到场景中的元素和暗示。当观众、玩家经作品带来的经历和体验由心而感,得出与主题相同的思想时,便是作者取得主题思想传播成功之时。反而言之,也是作者表达自我的成功。正如作家擅长运用文字“引导”读者的大脑和心灵去理解自己对世界的看法,艺术创作者则擅长通过作品的画面、材质、结构等元素去宣泄自己的情绪,去“感染”观众。

本文以电子游戏为案例,分析在游戏制作人在游戏画面的设计上,通过如何运用画面构成元素的主要元素:颜色、光影、艺术风格,以及电子游戏特有的互动元素,通过特定的设计,将游戏画面和主题思想联系起来,发挥情绪在交互设计中的作用,向观众、玩家传达游戏的主题思想和自己对社会世界的看法。以及列举不同主题思想的成功电子游戏,展示各种主题情绪在各电子游戏中的表达方法。

为了能有广阔的创作和探索空间,在毕业设计的创作中选择了三类人类心理情绪作为主题,分别为:未知、遗忘;胆小、恐惧;平和、宁静,以此创作三组截然不同的场景,包含三个主题角色、配角和场景,制作成可交互的游戏类视频,向玩家传达作品的主题。

通过收集和整理反馈信息,笔者发现,在运用影响画面表现的其中三个重要构成元素:颜色、角色、质感的过程中,颜色能给出最多的主题信息,其次是质感,最后才是角色。这是与笔者的预期猜想:角色影响最大,颜色其次,质感影响最弱,有比较大的差异。该结论更新了笔者对交互设计中情绪表达的认识,为今后的创作提供了更多的思路引导。

关键词:颜色.质感.情绪.氛围.交互设计

Absreact

Nowadays, with the popularity of art education, there are lots of people can create art works in fine quality, but only some of them can stand out and just few artists can show audience great value of their artworks and be success in business activities. And no matter what kind of field the success works in, these art works have similar advantages - have a superior performance in the emotion and atmosphere rendering effect , that is, using important constituting elements of impacting the tableau- color, composition, modeling, to create a convincing environment successfully.

Emotion and atmosphere rendering can not only improves the artistic level of the work but also can help artists communicate better with the audience. The best way to let audience feel the theme of the work directly is to create a scene based on the motif, so that they can feel the elements and hints in the scene.When the audience draw the same idea as the theme from the heart by the experience gave by art works, that is, when the artists achieved the success of dissemination. Conversely, it is also the artists success in expressing himself. As a writer adept at using words to "guide" reader's brain and mind to understand his view of world, artists are good at expressing their emotions through art works` tableau, material, structure and other elements to the audience "infection".

In this paper, using video games as cases, analysing in the game screen design, how can game producer use the main elements of the tableau: color, light and shadow, art style and electronic game-specific interactive elements to link the tableau and the theme, letting emotion worked in interactive design and let audience understand his ideas and views about society and world. As well as several success cases of different themes of idea in video games, showing a variety of theme emotions expression in the various electronic games.

In order to have a wider range of creation and exploration space, i selected three types of human psychological mood as the theme in graduation design: mysterious, lethe; timid, fear; peace, quiet. And create three groups of different scene, including three theme roles, supporting roles and scenes, produced into interactive video games, in order to observe the player's response to each theme scene.By collecting and collating feedback information, i found that during the using important constituting elements of impacting the tableau: color, role, texture, color gives the most subject information, followed by texture, and finally the role. This is far from my expectation, i thought role has the greatest impact, followed by color, texture has the weakest impact.This conclusion renews my understanding of the emotion expression in interactive design, and provides more guidance for the future creation.

Keywords: color, texture, emotion, atmosphere,interaction design

目录

Absreact III

目录 V

第1章 绪论 1

1.1 研究背景 1

1.2 国内外研究状况 1

1.3 研究目的 3

第2章 情绪表达在游戏画面交互设计中的应用 5

第3章 情绪表达对游戏画面交互设计的重要性 7

3.1 更好的表达自我 7

3.2 更好的与他人沟通 7

3.3 提升艺术性 7

第4章 情绪表达的方式 9

4.1 颜色设计 9

4.3 符号设计 10

4.4 风格设计 11

4.5 互动设计 12

第5章 在毕业设计的运用研究 14

5.1主题选择和剧情设计 14

5.2 装置设计 15

5.3 角色与场景介绍 17

5.3.1 角色与场景介绍一:未知、遗忘 17

5.3.2 角色与场景介绍二:胆小、恐惧 18

5.3.3 角色与场景介绍三:平和、宁静 18

5.4 动效设计 21

5.4.1 角色动态设计 21

5.4.2 与玩家的互动设计 22

5.5 用户反馈 23

第6章 结语 24

致谢 25

中外文参考文献 26

  1. 绪论

1.1 研究背景

在如今的社会中,随着艺术类教育的普及,能创作出质量尚可的作品已不再是小部分人的专利,然能够脱颖而出,且能够引起公众共鸣,发挥其为人共同欣赏的价值——在商业活动中获得成功,依旧是凤毛菱角。

本课题主要通过学习电子游戏产业中成功的作品,同时分析各元素在情绪渲染中的作用原理,解释交互中情绪和氛围渲染的价值。

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