User:Grrrreat/research/canopy-draft01

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In my text I would like to start with looking at phenomena that often take place in first person perspective (combat) ego-shooters and are usually used for trying to improve the immersive qualities of the game. I would especially focus on effects that simulate the experience of the Avatar by influencing his visual perception. These effects are sometimes very elaborately programmed, like rain running down the outside (inside) of the computer screen, blood splatter in the face (eyes?) of the Avatar, or lensflares and the likes. All of these effects are actually not perceivable with the human eye, yet we tend to accept them as something that gives a game a more 'real' edge. Especially in the case of lensflares it seems very paradox because only a camera can 'see' a lensflare because of its complex mechanical composition, yet we know this stylistic element from war movies, not war itself, a world that only war movies give us insight to. Like in the movie 'Saving Private Ryan' which was one of the first ones to employ a very fast camera shutter speed for action scenes in order to achieve some kind of gritty, hyper rela look which again can not be perceived in reality by a bare human eye.