Anamorphic Projection as a Novel Game Mechanic for Investigating Impossible Spaces in 3D Puzzle Games
| dc.contributor.author | Aydındoğan, Irem | |
| dc.contributor.author | Alaçam, Sema | |
| dc.date.accessioned | 2025-10-05T16:35:48Z | |
| dc.date.available | 2025-10-05T16:35:48Z | |
| dc.date.issued | 2025 | |
| dc.description | Associacao de Produtores de Videojogos Portugueses (APVP); et al.; IEEE; IEEE Computational Intelligence Society; Turismo de Lisboa; Universidade de Lusofona | en_US |
| dc.description.abstract | This study introduces a novel game mechanic for 3D puzzle games based on anamorphic projection to explore impossible spaces. By using perspective-driven spatial interactions, the mechanic creates environments that challenge conventional Euclidean logic. Players advance by aligning their viewpoint with distorted projections, making perception a central element of gameplay. A usability test with 33 participants assessed the mechanic's effectiveness through a structured questionnaire focusing on six dimensions: Ease of Control, Goals and Rules, Challenge, Mastery, Curiosity, and Immersion. Results indicate high engagement and cognitive stimulation, especially in mastery and goal clarity. These findings highlight the potential of anamorphic projection to support perceptually rich and mentally engaging puzzle experiences in future game design. © 2025 IEEE. | en_US |
| dc.identifier.doi | 10.1109/CoG64752.2025.11114292 | |
| dc.identifier.isbn | 9781665438865 | |
| dc.identifier.isbn | 9781479935468 | |
| dc.identifier.isbn | 9781665459891 | |
| dc.identifier.isbn | 9798350350678 | |
| dc.identifier.isbn | 9798350322774 | |
| dc.identifier.isbn | 9781538643594 | |
| dc.identifier.isbn | 9781728145334 | |
| dc.identifier.isbn | 9781509018833 | |
| dc.identifier.isbn | 9781467353113 | |
| dc.identifier.isbn | 9781728118840 | |
| dc.identifier.isbn | 9798331589059 | |
| dc.identifier.isbn | 9798331589042 | |
| dc.identifier.issn | 2325-4270 | |
| dc.identifier.scopus | 2-s2.0-105015385244 | |
| dc.identifier.uri | https://doi.org/10.1109/CoG64752.2025.11114292 | |
| dc.language.iso | en | en_US |
| dc.publisher | IEEE Computer Society | en_US |
| dc.relation.ispartof | IEEE Conference on Computational Intelligence and Games, CIG -- 2025 IEEE Conference on Games, CoG 2025 -- 2025-08-26 through 2025-08-29 -- Lisbon -- 211562 | en_US |
| dc.rights | info:eu-repo/semantics/closedAccess | en_US |
| dc.subject | 3D Puzzle Games | en_US |
| dc.subject | Anamorphosis | en_US |
| dc.subject | Game Mechanics | en_US |
| dc.subject | Impossible Space | en_US |
| dc.subject | Perspective | en_US |
| dc.subject | Human Computer Interaction | en_US |
| dc.subject | Interactive Computer Graphics | en_US |
| dc.subject | Anamorphic | en_US |
| dc.subject | Euclidean | en_US |
| dc.subject | Game-Based | en_US |
| dc.subject | Spatial Interaction | en_US |
| dc.subject | Game Design | en_US |
| dc.title | Anamorphic Projection as a Novel Game Mechanic for Investigating Impossible Spaces in 3D Puzzle Games | en_US |
| dc.type | Conference Object | en_US |
| dspace.entity.type | Publication | |
| gdc.author.institutional | Aydındoğan, Irem | |
| gdc.author.scopusid | 60092743800 | |
| gdc.author.scopusid | 56026097700 | |
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| gdc.coar.access | metadata only access | |
| gdc.coar.type | text::conference output | |
| gdc.description.department | Sanat Tasarım ve Mimarlık Fakültesi, Dijital Oyun Tasarımı Bölümü | en_US |
| gdc.description.endpage | 4 | en_US |
| gdc.description.publicationcategory | Konferans Öğesi - Uluslararası - Kurum Öğretim Elemanı | en_US |
| gdc.description.scopusquality | Q3 | |
| gdc.description.startpage | 1 | en_US |
| gdc.description.woscitationindex | Conference Proceedings Citation Index – Science | |
| gdc.description.wosquality | N/A | |
| gdc.identifier.openalex | W4413322197 | |
| gdc.identifier.wos | WOS:001576290000090 | |
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| gdc.index.type | Scopus | |
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| gdc.openalex.collaboration | International | |
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| gdc.publishedmonth | Ağustos | |
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| gdc.yokperiod | YÖK - 2024-25 | |
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