Extending Virtual Worlds : Advanced Design for Virtual Environments
Extending Virtual Worlds : Advanced Design for Virtual Environments
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Author(s): Cudworth, Ann Latham
Latham Cudworth, Ann
ISBN No.: 9781482261165
Pages: 333
Year: 201606
Format: Trade Cloth (Hard Cover)
Price: $ 87.34
Dispatch delay: Dispatched between 7 to 15 days
Status: Available (On Demand)

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 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.


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