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Blesser, B., & Salter, L.-R. (2007). Spaces speak, are you listening? Experiencing aural architecture. Cambridge, Massachusetts: MIT Press.  
Added by: sirfragalot 12 Feb 2014 16:37:10 Europe/Copenhagen
      "A cognitive map of space is a combination of the rules of geometry as well as knowledge about the physical world. [...] This knowledge is acquired in childhood and continually modified in our experience as adults, we are not conscious of its existence. When sensing a spatial environment, an individual builds a cognitive map of space using a combination of sensory information and experiences accumulated over a lifetime. [The map] is subjective and personalized -- an active and synthetic creation -- rather than a passive reaction to stimuli."
Carr, D. (2006). Space, navigation and affect. In Computer Games: Text, Narrative and Play (pp. 59–71). Cambridge: Polity.  
Added by: sirfragalot 17 Sep 2009 09:41:22 Europe/Copenhagen
      Use's Murray's (1997) maze, rhizome and labrynth terminology applied to spatial navigation (through the narrative).
Gonot, A., Natkin, S., Emerit, M., & Chateau, N. (2007) The roles of spatial auditory perception and cognition in the accessibility of a game map with a first person view. International Journal of Intelligent Games & Simulation, 4(2) . Retrieved December 31, 2007, http://ijigs.scit.wlv.ac.uk/AGonot.pdf  
Added by: sirfragalot 09 Feb 2008 15:39:03 Europe/Copenhagen
      The authors refer to the creation of a cognitive map within the player's mind used as an aid to navigation and formed through a learning experience. This is called a visual map by Passini.

Passini, R. 1992. "Wayfinding in Architecture". New York: van Nostrand Reinhold.
IJsselsteijn, W. (2003). Presence in the past: What can we learn from media history? In G. Riva, F. Davide & W. A. IJsselsteijn (Eds), Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments Vol. 5, (pp. 17–40). Amsterdam: IOS Press.  
Last edited by: sirfragalot 01 Nov 2018 10:43:14 Europe/Copenhagen
      Presents two forms of user-system interaction in VR: navigation and manipulation. The first allows for exploration of the world including looking around and moving through while the second allows for "a meaningful change" in the world.
Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge: The MIT Press.  
Last edited by: sirfragalot 21 Aug 2006 15:46:01 Europe/Copenhagen
      There are two ways to spatially navigate interactive texts: the maze is a conditional progression towards one outcome whereas the rhizome proposes many possible outcomes. Murray suggests that a labrynth "as a participatory narrative form would seem to lie somewhere between the two, in stories that are goal driven enough to guide narrative but open-ended enough to allow free navigation."
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