Virtual world design. ([2014])
- Record Type:
- Book
- Title:
- Virtual world design. ([2014])
- Main Title:
- Virtual world design
- Further Information:
- Note: Ann Latham Cudworth.
- Authors:
- Cudworth, Ann Latham, 1955-
- Contents:
- Introduction to Virtual Worlds and Designing for Them; Welcome to the Infinite Visualization Tool, a Virtual World; A Short History of Virtual Worlds; How Do They Work?; Who Uses Virtual Worlds and How They Use Them; Virtual Environments from a Designer's Point of View; Designing in a Preexisting Virtual World or Making One Yourself How to Use This Book and Start Doing Virtual World Design ; Introduction; How to Use This Book; How to Get and Upload the Content for This Book into Your Virtual World; Operating System and System Configuration for Your Computer; Who This Book Was Written For; How to Pick Your Viewer for a Virtual World "Build It Once" Optimizing Your Design Workflow ; Overview: Reducing Repetitive Building and Increasing Creative Design Time; Five Basic Steps to Set Your Standards and Practices; Lines and Arrows and Charts, Oh My! Concepts in 3D Design for Virtual Environments ; Introduction to 3D Design; Design Elements in Virtual Environments; Compositional Methodology for the Six Basic Elements in Virtual Environments; Using Similarity and Contrast in 3D Design; Designing "Flow" in Virtual Environments; Education, Serious Games, Virtual Environments ; Project: Assembling a Modular Virtual Classroom Virtual Terrain and Designing Landscapes ; Terrain Is More than Just Dirt; Methodologies for Terraforming Using Inworld Tools; Methodologies for Terraforming Using Height Maps; Making Wheely Island, a Wheelchair-Accessible Virtual Park; Adding Terrain Textures toIntroduction to Virtual Worlds and Designing for Them; Welcome to the Infinite Visualization Tool, a Virtual World; A Short History of Virtual Worlds; How Do They Work?; Who Uses Virtual Worlds and How They Use Them; Virtual Environments from a Designer's Point of View; Designing in a Preexisting Virtual World or Making One Yourself How to Use This Book and Start Doing Virtual World Design ; Introduction; How to Use This Book; How to Get and Upload the Content for This Book into Your Virtual World; Operating System and System Configuration for Your Computer; Who This Book Was Written For; How to Pick Your Viewer for a Virtual World "Build It Once" Optimizing Your Design Workflow ; Overview: Reducing Repetitive Building and Increasing Creative Design Time; Five Basic Steps to Set Your Standards and Practices; Lines and Arrows and Charts, Oh My! Concepts in 3D Design for Virtual Environments ; Introduction to 3D Design; Design Elements in Virtual Environments; Compositional Methodology for the Six Basic Elements in Virtual Environments; Using Similarity and Contrast in 3D Design; Designing "Flow" in Virtual Environments; Education, Serious Games, Virtual Environments ; Project: Assembling a Modular Virtual Classroom Virtual Terrain and Designing Landscapes ; Terrain Is More than Just Dirt; Methodologies for Terraforming Using Inworld Tools; Methodologies for Terraforming Using Height Maps; Making Wheely Island, a Wheelchair-Accessible Virtual Park; Adding Terrain Textures to Your Landscape; Other Applications for Creating Landscapes; Designing Access for All; Making an "All-Access" Element: The Basic Sign; Planting Trees and Other Landscaping on Wheely Island; Making Your Own Trees for Landscaping 3D Modeling, 2D Graphics, and Data Visualization ; Spatial Perception and How that Applies to Three-Dimensional Modeling and Virtual Environments; Picking a 3D Modeling Program and a Methodology for Building; Building with the Inworld Prims (Objects); Meshes and How These Can Be Imported; Sculpt Maps (Sculpties) and How They Led to Mesh; Concepts in Texture Creation, 2D Graphics; Utilizing the Texture Menu in the Build Editor; Specialized Textures: Animated, Transparency, and Baked Lighting with Ambient Occlusion; Project: Designing a Data Visualization Environment: Your 3D Timeline or Résumé; Art and Data Visualization in a Virtual World Color, Particles, and Sensory Spaces ; The Impact of Color and the Power of Particles; Understanding the Basics of Light and Color; Color from a Designer's Perspective; Color, Colored Light, and Perception; Color and Design for All: Working toward an Accessible Palette; Particles and Their Uses in Design; Project: Designing a Colored Light and Particle Effect Lighting in Virtual Environments: Second Life and OpenSim ; Lighting Is Crucial; Three Main Jobs that Lighting Has to Do; Spectrums, Color, and Light; Space to Color to Light: Forming a Lighting Methodology; The Three Basic Elements Involved in Lighting a Scene: Lights, Shaders, and Baking; Environmental Menus and Shaders in Second Life and OpenSim; The Importance of Shadows; Help Your Design Look Great in All Sorts of Lighting; Project: Lighting Three Basic Scenes Cameras and Collaborative Spaces (the Ideagora) ; Overview of Cameras, Narrative, and Social Spaces for Meetings; Presenting and Collaborating on Ideas in a Virtual World; Description and Functional Aspects of Virtual Cameras in a Presentation; Designing for the Future and Mobility; Project: Building an Ideagora for Your Team Virtual Goods and Design for Virtual Shopping Environments ; Why Do People Buy Virtual Goods?; Consistent Brand Identity from Your Logo to the Architecture of Your Shop; The Physical Aspects of an Effective Inworld Store Size and Virtual Store; Setting Up Your Shop in the Online Marketplace; Using Social Media and Games to Popularize Your Content; Performance Spaces Added to Retail; Project: Designing and Building a "Pop-up" Shop Sound Design for Virtual Spaces ; Discovering Sound in Your Environment; Just a Bit of Sound Theory to Deepen Your Understanding; Basic Qualities of Sound in a Virtual World; Building Basics for a Sound Environment; How to Control Sound in a Virtual World; Where to Obtain Sound for Your 3D Spaces; How to Edit the Sound for Your Virtual Environment; Project: Making an Audio-Based Gaming Environment Avatars and Nonplayer Characters; Avatars and Our Sense of Self; The Importance of Avatars; Designing the Look of Your Character; Animating Your Avatar; What Are Nonplayer Characters?; Types of NPCs and How They Can Be Used in Virtual Environments; Designing the Environment for the Inclusion of NPCs; Setting Up and Designing the Look of Your NPCs in Second Life; Setting Up and Designing the Look of Your NPCs on an OpenSim Region; NPCs and Their Future Development; Project: Setting Up a Basic Avatar in a Virtual Environment Prototyping the Real World in a Virtual Environment ; Prototyping and Workflow: Where and How Do Virtual Worlds Fit In?; Introduction to Worldwide Group Collaboration and Why You Should Use It; Math, Molecules, and Military Engineering; Entertainment Environments: Prototyping the Performance Space; Prototyping Games in a Virtual World; Project: Prototyping a Virtual Space and Making a 3D Print from It Scripting Basics for the Designer ; Introduction to Scripting in LSL; Design Thinking and Scripts; An Overview of How LSL Scripts Work; About the Script Text Editor; Breakdown: Finding the Parts of a Basic Script; Do It Yourself or Hire a Scripter?; How to Talk to a Scripter about LSL Scripts You Need; Scripting and Various Performance Pitfalls; Debugging and Testing and the Importance of Those Tasks; Moving on to More Complex Scripting HUDs in Virtual Environments; What Are HUDs?; Types of HUDs; Design Considerations; Some HUD Design Ideas and How They Have an Impact on Immersion; Some Things to Remember When You Use HUDs; Tools to Make HUDs; Project: Creating a "Favorite Links" HUD Machinima in Virtual Worlds; What Is a Machinima?; Defining Your Narrative and Presentation Style; Visual Narrative and the Camera; Tools Needed for Machinima; Machinima Policy and Your Work; Camera Tools and Phototools in Firestorm The Future, Design, and Virtual Worlds ; Some Predictions for the Future and Their Impact on Your Design Outlook; Emerging Technologies and New Design Methodologies; How the New Technologies Are Intertwining; When Do We Get the Holodeck? Index References appear at the end of each chapter. … (more)
- Publisher Details:
- Boca Raton, FL : CRC Press
- Publication Date:
- 2014
- Copyright Date:
- 2014
- Extent:
- 1 online resource (xxv, 352 page), illustrations
- Subjects:
- 006.8
Computer simulation
Shared virtual environments -- Design
Virtual reality
Electronic books
Electronic books - Languages:
- English
- ISBNs:
- 9781466579668
1466579668
1466579617
9781466579613 - Related ISBNs:
- 9781466579613
- Notes:
- Note: Includes bibliographical references.
Note: Description based on online resource; title from title page (Safari, viewed January 8, 2015). - 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.143622
- Ingest File:
- 01_022.xml