Extending virtual worlds : advanced design for virtual environments /: advanced design for virtual environments. (2016)
- Record Type:
- Book
- Title:
- Extending virtual worlds : advanced design for virtual environments /: advanced design for virtual environments. (2016)
- Main Title:
- Extending virtual worlds : advanced design for virtual environments
- Further Information:
- Note: Ann Latham Cudworth.
- Authors:
- Cudworth, Ann Latham, 1955-
- Contents:
- Concepts in Advanced Design for Game-Based Virtual Environments; Overview of Concepts in Advanced Design for Game-Based Virtual Environments; Transrealistic Design, Constructive Imagination, and Virtual Environments; Designing for Games in Your Virtual Environment; Designing for the Reality–Virtuality Continuum; Designing for the Interconnected Virtual Environment; from a Rhizome to the Vizome; Universal Design and Safety in Virtual Environments; Design with Code for Virtual Environments; Taking a Design Discovery Voyage; Chapter Summary and Final Thoughts; References; ; About the Viewers and Content Created for This Book; Overview of about the Viewers and Content Used for This Book; Virtual World Viewers and Game Interfaces Used in This Book; How the Client Viewer Impacts Virtual World Designing; Selecting a Viewer for Second Life and OpenSim; Viewer Settings to Enhance Your Safety; Viewers, Settings, and Considerations for Universal Access; Some Notes about the Gear; How to Get and Upload the Content for This Book into Your Virtual World; Settings Guidelines for Uploading This Book’s Content into Your Virtual World; Licensing Information; How to Use the LSL Scripts Provided; Chapter Summary and Thoughts; References; ; The Vizome, Developing Creativity, and Virtual Environmental Design; Overview of the Vizome, Developing Creativity, and Virtual Environmental Design; Discovering the Vizome; Pushing the Design Further by Using Observations within the Vizome; Designing withConcepts in Advanced Design for Game-Based Virtual Environments; Overview of Concepts in Advanced Design for Game-Based Virtual Environments; Transrealistic Design, Constructive Imagination, and Virtual Environments; Designing for Games in Your Virtual Environment; Designing for the Reality–Virtuality Continuum; Designing for the Interconnected Virtual Environment; from a Rhizome to the Vizome; Universal Design and Safety in Virtual Environments; Design with Code for Virtual Environments; Taking a Design Discovery Voyage; Chapter Summary and Final Thoughts; References; ; About the Viewers and Content Created for This Book; Overview of about the Viewers and Content Used for This Book; Virtual World Viewers and Game Interfaces Used in This Book; How the Client Viewer Impacts Virtual World Designing; Selecting a Viewer for Second Life and OpenSim; Viewer Settings to Enhance Your Safety; Viewers, Settings, and Considerations for Universal Access; Some Notes about the Gear; How to Get and Upload the Content for This Book into Your Virtual World; Settings Guidelines for Uploading This Book’s Content into Your Virtual World; Licensing Information; How to Use the LSL Scripts Provided; Chapter Summary and Thoughts; References; ; The Vizome, Developing Creativity, and Virtual Environmental Design; Overview of the Vizome, Developing Creativity, and Virtual Environmental Design; Discovering the Vizome; Pushing the Design Further by Using Observations within the Vizome; Designing with Semiotics, Collective Intelligence, and Perspectivism; Setting up a Creation System to Develop Ideas Like a Vizome; Spotlight on Deborah Thomas: SillyMonkey Games, Training, and Social Media; Chapter Summary and Final Thoughts; References; ; Planning and Prototyping the Design of a Game-Based Virtual Environment; Overview of Planning and Prototyping the Design of a Game-Based Virtual Environment; Emergent Gameplay in Virtual Worlds; Types of Games Found in Virtual Environments, and the Mechanics, Dynamics, and Aesthetics (MDA) Framework; Designing for Game Player Types; Documents, Prototypes, and Game-Based Virtual Environments; Playtesting the Prototype and Game Jamming for Game Design Development; Project: Creating Four Development Documents for a Game-Based Sim; Chapter Summary and Final Thoughts; References; ; Designing for Social Interaction in Virtual Spaces; Overview of Designing for Social Interaction in Virtual Spaces; Designing for the "I, " You, " and "Us" in a Virtual Environment; The Face, the Voice, and Social Interaction; Designing for Social Media Interaction; Designing for Social Collaboration and Competition; Project: Building a Collection of Related Content for Your Game-Based Sim; Chapter Summary and Final Thoughts; References; ; Developing the Designer–Scripter Collaboration; Overview of Developing the Designer–Scripter Collaboration; Collaborating Guidelines for Working Together on an Advanced Design; Case Study: Scripted Trees and Emergent Play on Sundial, the Season Changing Sim; Case Study: Creating a Game-Based Sim Called "Inland: Search for the Sky"; Top 10 List of Scripts That You Should Have; Other Scripting Languages Used in Virtual Worlds; Project: "Script Roulette"—A Collaborative Game of Chance; Chapter Summary and Final Thoughts; References; ; Designing with Level of Detail (LOD); Overview of Designing with Level of Detail (LOD); Fundamentals of LOD Systems for Designers; Perception and LOD: The Basics; Making LOD Work for You; Client Viewer Settings, Imports, and LOD; Project: Creating Mesh Content from Photogrammetry; Working with LOD; Chapter Summary and Final Thoughts; References; ; Designing with Virtual Physics in Mind; Overview of Designing with Physics in Mind; Spotlight on Professor Vicki Robinson: Teaching Real-World Physics in a Virtual World; The Basic Elements of Physics in a Virtual World; Basic Vehicles and Their Functionality; Important Considerations of a Vehicle Design; Universal Design for Vehicles; Design Planning for Vehicle Usage; Project: Creating a Fae (Fairy) Boat Vehicle for Your Game-Based Sim; Chapter Summary and Final Thoughts; References; ; Landscape and Terrain Design in Virtual Environments; Overview of Landscape and Terrain Design in Virtual Environments; Landscape Personality and Social Relationships to the Virtual Terrain; What World Are You From?; Using Your Worldview and Storytelling to Create a Landscape/Terrain Design; Exploring Terrain Methodologies: Heightmaps, Polygons, and Voxels; Project: Creating a Four-Region, Game-Based Terrain; Chapter Summary and Final Thoughts; References; ; Design Considerations and Mesh Usage in Virtual Environments; Overview of Design Considerations and Mesh Usage in Virtual Environments; Sources for Mesh in a Virtual Environment; Overview of Rigged Meshes; Moving Avatars and Their Clothing; Comparison of 3D Mesh-Making Programs; Some Thoughts on Choosing One; Project: Building a Game-Based Environment with Component Meshes; Chapter Summary and Final Thoughts; References; ; Designing with Advanced Materials and Animated Graphic/Textures; Overview of Designing with Advanced Materials and Animated Graphic/Textures; The Structure of an Advanced Material Used in Virtual Environments; Designing with Advanced Materials in Mind; UV Unwrapping and Uploads of Meshes with Advanced Materials; Virtual World Viewers and Advanced Materials; Understanding Bumpiness (Normal) Graphics and What They Contribute to a Material; Understanding the Shininess (Specular) Layer and What It Contributes to a Material; Notes Regarding Bumpiness (Normal), Shininess (Specular), and Alpha Mode Usage; Scripting for Animated Graphic Textures in a Virtual Environment; Project: Adding Advanced Materials to the Fairy Bridge; Chapter Summary and Final Thoughts; Reference; ; World Building and Design with Procedural Techniques; Overview of World Building and Design with Procedural Techniques; World Building and the Creation Myth; Overview of Procedural Techniques and Design; Procedural Techniques Used in Game-Based Virtual Environments; Project: Utilizing a Procedural Script to Make a Fairy Tree; Chapter Summary and Final Thoughts; References; ; Designing Virtual Environments for Head-Mounted Displays; Overview of Designing Virtual Environments for Head-Mounted Displays (HMDs); Overview of a VR HMD and How It Works; Five Dimensions of Design in HMD Virtual Environments; Experiencing the Virtual Environment with a Real Body; Project: Developing a HMD–VR Narrative Environment for Storytelling; Conclusion: Building the Last Platform?; References; ; The Multiple Dimensions of Game-Based Virtual Environments; Overview on Multiple Dimensions of Game-Based Virtual Environments; Developing Game-Based Environments for the Future Player; Spotlight on Jacquelyn Ford Morie—Art, Virtual Reality, and Education; Chapter Summary: The Multiple Dimensions of Game-Based Virtual Environments; References; ; Appendix A: Game-Based Sim Design Document; ; Appendix B: Exhibit C—The Journal of Dr. Aubrey Wynn; ; Glossary; ; Important Links and Resources; ; Bibliography; ; Index … (more)
- Edition:
- 1st
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2016
- Extent:
- 1 online resource, illustrations (black and white)
- Subjects:
- 794.81536
Computer games -- Design
Computer simulation
Shared virtual environments -- Design - Languages:
- English
- ISBNs:
- 9781482261172
- Related ISBNs:
- 9781482261165
- Notes:
- Note: Includes bibliographical references and index.
Note: Description based on CIP data; item not viewed. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.138536
- Ingest File:
- 02_187.xml