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Which clippings match 'Surroundings' keyword pg.1 of 1
02 MARCH 2013

WW1 Razzle Dazzle ship camouflage

"Most camouflage is based on the idea of concealment and blending in with its surroundings. However another school of thought has argued for making the item in question appear to be a mashup of unrelated components. Naval camoufleurs found this theory particularly appealing. Blending didn’t work because ships operated in two different and constantly changing color environments - sea and sky. Any camo that concealed in one environment was usually spectacularly conspicuous in others.

Norman Wilkinson, a British naval officer and painter, suggested a scheme that came to be known as Dazzle or Razzle Dazzle painting. Wilkinson believed that breaking up a ship’s silhouette with brightly contrasting geometric designs would make it harder for U-boat captains to determine the ship’s course."

(FoundNYC Inc, 4 April 2009)

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TAGS

1917angular shapesappearanceapplication of design • battleship • blend in • blending • blending in • blocks of colourbreaking up • bulk • camo • camouflage • colourcolour scheme • concealment • conspicuous • constantly changing • dazzle • dazzle painting • dazzle ship painting • disruption pattern • disruptive colouration • distortiongeometric designsinterruptioninvisibilitymilitary • naval camouflage • naval camoufleurs • navy • Norman Wilkinson • optical illusionoutlinepaintingpattern • Razzle Dazzle • sea • seascape • shapes • shipsilhouette • sky • spatial ordersurroundingssymmetry • U-boat • unrelated components • vessel • visual abstractionVorticismWorld War IWW1

CONTRIBUTOR

Simon Perkins
13 JUNE 2010

No character can exist without the context of a game world

"The role of the character in a role-playing game has long been debated. Yet no character can exist without the context of a game world. The character always has a relationship to its surroundings; the easiest way of creating a character is often through providing a context. Even if one supposedly plays oneself in a fictional world, a character - a variation on the ordinary persona - will soon emerge. "

(Markus Montola & Jaakko Stenros)

[2] Montola, M. and J. S. (eds) (2008). Playground Worlds - Creating and Evaluating Experiences of Role-Playing Games. Finland, Ropecon ry.

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TAGS

2008 • A Week in Finland • belongingcharactercollaborationcontextconventioncultural codesDenmarkengagementfictional worldFinlandgamegame world • Knudepunkt • Knutepunkt • Knutpunkt • LARPlive-action • live-action role-playing • NordicNorwayparticipationpersonaplay • role-playing • social interaction • Solmukohta • story worldstoryworldsurroundingsSwedenworld of the storyworld-building

CONTRIBUTOR

Simon Perkins
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