%0 Conference Proceedings %T Fractal Complexity in Built and Game Environments %+ Griffith University [Brisbane] %A Della-Bosca, Daniel %A Patterson, Dale %A Costain, Sean %Z Part 3: Computational Methodologies for Entertainment %< avec comité de lecture %( Lecture Notes in Computer Science %B 13th International Conference Entertainment Computing (ICEC) %C Sydney, Australia %Y Yusuf Pisan %Y Nikitas M. Sgouros %Y Tim Marsh %I Springer %3 Entertainment Computing – ICEC 2014 %V LNCS-8770 %P 167-172 %8 2014-10-01 %D 2014 %R 10.1007/978-3-662-45212-7_21 %K fractal %K surface %K complexity %K built environment %K computer game %Z Computer Science [cs]Conference papers %X Fractal patterns provide an automated mathematical method to create rich and engaging visuals. These methods have been applied in the design of physical and game spaces to only a limited extent. The current physical and virtual game worlds are dominated by rectangles, squares and linear concepts. This research studied the nature of fractal patterns and in particular the use of differing levels of fractal complexity to design physical and virtual environments. The findings from the randomized trial identified differing levels of fractal complexity and their aesthetic appeal to participants. These levels of fractal complexity were then applied to spatial environments in games to create spaces that were more or less appealing to the participant. The principle of using fractal complexity as a design tool to make an environment more or less comfortable provided game and architectural designers an additional mechanism to enhance spaces and levels of participant engagement. %G English %Z TC 14 %2 https://inria.hal.science/hal-01408518/document %2 https://inria.hal.science/hal-01408518/file/978-3-662-45212-7_21_Chapter.pdf %L hal-01408518 %U https://inria.hal.science/hal-01408518 %~ IFIP-LNCS %~ IFIP %~ IFIP-LNCS-8770 %~ IFIP-ICEC %~ IFIP-TC14