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基于电影与游戏媒介的建筑空间设计教学实践探索

A Pedagogical Exploration of Architectural Space Design Based on Film and Game Media
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摘要 当前建筑领域对电影与游戏的研究多侧重其艺术与媒介特质,而对二者在建筑教学及设计实践中的具体应用探讨不足。探索融合二者叙事性与互动性的建筑空间设计教学路径,能为建筑教育及设计方法创新提供指导。文章梳理电影、游戏与建筑三者在媒介特性、空间表现、核心特征等方面的异同,并进一步分析游戏互动性的空间转化逻辑。在教学实践环节,基于对电影叙事逻辑与游戏互动机制的分析,构建融合多种媒介特征与借助数字化技术的教学框架,培养学生的动态空间感知与跨媒介转译能力。结合课程成果,总结了叙事驱动与规则适配两种向空间设计逻辑转化的操作方式,以及元素随机式、结构抽象式、概念介入式三种空间建构手法。教学实践表明,跨媒介融合的空间设计思维助力学生在数字语境中实现空间叙事表达与互动反馈的耦合。深化虚拟交互向现实建构的空间转换逻辑,结合数字工具开发多维化表达,是新时代建筑教学与理论发展的重要方向。 While film and games have increasingly gained attention in architectural discourse,their pedagogical and practical integration into spatial design remains insufficiently addressed.This paper proposes a cross-media teaching framework that leverages cinematic narrativity and game interactivity to enhance spatial design thinking.By comparing the media attributes,spatial logic,and core features of film,games,and architecture,the study examines how game-based interactivity can inform spatial transformation.Drawing on narrative structures from film and interactive mechanisms from games,a digitally supported pedagogical approach is constructed to foster students’spatial awareness and cross-media translation abilities.Teaching practice reveals two operative design pathways-narrative-driven and rule-adaptive-and three spatial construction strategies:element-randomized,structure-abstracted,and concept-mediated.The outcomes demonstrate that integrating film and game media expands students’capacity to express narrative and interactivity within spatial compositions.Ultimately,the study argues that bridging virtual interaction and real-world construction,supported by digital tools,provides a critical path forward for architectural theory and pedagogy in the digital age.
作者 汪原 尹若冰 彭越 WANG Yuan;YIN Ruobing;PENG Yue
出处 《新建筑》 2025年第4期60-65,共6页 New Architecture
关键词 空间建构 跨媒介 电影叙事性 游戏互动性 建筑教育 space construction cross-media cinematic narrativity game interactivity architectural education
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