Examination of typography in the context of time, space, movement, and interaction in mixed reality technologies and an application example
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Abstract (EN)
The rapid development of technology has brought about significant changes in graphic design, such as the widespread use of three-dimensional virtual environments, artificial intelligence, deep learning, and computational design. The proliferation of virtual environments due to these advancements has led to the emergence of mixed-reality technologies in graphic design. Significant formal, functional, and structural changes occur when two-dimensional graphic design products are applied in three-dimensional virtual environments using mixed-reality technologies. Typography designs in two-dimensional environments lose the impact of typography rules such as hierarchy, legibility, harmony, and balance when applied in three-dimensional virtual environments. Therefore, it is necessary to develop typography designs for three-dimensional environments by incorporating the contexts of time, space, motion, and interaction and the typography rules applicable to two-dimensional environments. This research uses mixed-reality technology to investigate three-dimensional typography in virtual spaces in time, space, motion, and interaction. The goal is to develop typography's application methods and scope in this new environment, utilizing its possibilities and parameters. The research goes beyond the design-oriented boundaries of typography and focuses on the functionality of typography and elements such as time, space, movement, and interaction in the three-dimensional environment. The harmony between humans and the environment becomes crucial in the interaction of designs developed using mixed reality technology. In this context, the theoretical foundation of the thesis is based on James J. Gibson's Affordance Theory. The Affordance theory explores the establishment of direct human-environment interaction by utilizing the physical properties of objects in the environment, such as form, color, and motion, to shape human behavior. The solution to typography problems encountered in three-dimensional virtual environments is based on the concepts of scale, contact, interaction, position, and orientation found in the Affordance Theory. The research aims to reveal the role of environmental factors and their guiding influence on the user's position, movement, and behavior in three-dimensional typography design. The thesis consists of eight chapters. The first chapter includes the subject of the research, research objectives, research questions, the significance of the study, limitations, and methodology. The second chapter conducted a systematic literature review by scanning articles and conference papers in the Web of Science and Scopus indexes between 1990 and 2021. This review examined the topics and research methods of the articles and papers, as well as the technologies used. The third chapter describes applying Gibson's Affordance Theory concepts in typography. The fourth chapter consists of a terminology study, which provides a general definition and ideas related to graphic design. The fifth chapter presents new technologies and application examples utilized for typography in three-dimensional environments, one of the most critical components of graphic design. The research methodology comprises six pilot studies and a technology demonstration in Atatürk Arboretum, where typography is utilized through mixed reality technology. The technology demonstration consists of variable typographies in a gamified three-dimensional environment considering time, space, motion, and interaction. The pilot studies helped identify the problems encountered in three-dimensional environments, determine the required technology for solutions, and establish the theoretical framework. In this regard, Atatürk Arboretum was chosen as the virtual space to develop environmental-human interaction for the technology demonstration. The application's technical infrastructure utilized Unreal Engine, Blender, and Twinmotion programs to incorporate animated and interactive texts into the virtual environment. Mixed reality technology was employed to create a technology demonstration in a virtual reality environment, enabling real-time perception of changes in typography based on location and movement and studying human behavior. Oculus Quest and HTC Vive Pro virtual reality headsets were used to experience the developed technology demonstration in the virtual reality environment. As a result of the thesis, it was demonstrated through applied examples that typography in mixed reality technologies can vary based on location and movement. The gamified project enabled the experience of typographies, facilitating real-time interaction between humans and the environment. Three-dimensional texts could direct human behavior in time, space, motion, and environmental interaction. Thus, by adhering to the theoretical framework, an example of graphic design was obtained by creating nature-compatible, three-dimensional interactive typographies that influence behavior.
Author
Onur Aşkın
Institution
How to Cite
Onur Aşkın (Proficiency in Art Thesis). Examination of typography in the context of time, space, movement, and interaction in mixed reality technologies and an application example, 2023, Mimar Sinan Fine Arts University.
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