Extending virtual worlds: advanced design for virtual environments
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1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton
CRC Press
[2016]
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | xxvii, 333 Seiten Illustrationen |
ISBN: | 9781482261165 |
Internformat
MARC
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100 | 1 | |a Cudworth, Ann Latham |d 1955- |e Verfasser |0 (DE-588)1117828034 |4 aut | |
245 | 1 | 0 | |a Extending virtual worlds |b advanced design for virtual environments |c Ann Latham Cudworth |
264 | 1 | |a Boca Raton |b CRC Press |c [2016] | |
300 | |a xxvii, 333 Seiten |b Illustrationen | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
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500 | |a Includes bibliographical references and index | ||
650 | 4 | |a Computer simulation | |
650 | 4 | |a Computer games |x Design | |
650 | 4 | |a Shared virtual environments |x Design | |
650 | 4 | |a Virtual reality | |
650 | 0 | 7 | |a Design |0 (DE-588)4011510-0 |2 gnd |9 rswk-swf |
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Datensatz im Suchindex
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adam_text | Contents
Preface........................................................................................xvii
Acknowledgments.................................................................................xix
Introduction....................................................................................xxi
Author..........................................................................................xxv
Contributors..................................................................................xxvii
Chapter 1 Concepts in Advanced Design for Game-Based Virtual Environments........................1
1.1 Overview of Concepts in Advanced Design for Game-Based Virtual Environments.... 1
1.1.1 Opening Your Understanding of Design....................................1
1.1.2 Letting Go of the 2D Screen............................................2
1.1.3 Qualities of a Good Designer............................................2
1.2 Transrealistic Design, Constructive Imagination, and Virtual Environments......3
1.2.1 Designing for Transrealism; Some Initial Considerations.................3
1.2.2 Constructive Imagination and Your Visitors..............................4
1.2.3 Fitting Transrealism and Constructive Imagination Together by Design...5
1.3 Designing for Games in Your Virtual Environment................................5
1.3.1 Major Design Aspects for a Game in a Virtual Environment...............5
1.3.1.1 Designing the Game Style.....................................5
1.3.1.2 Designing the Game Structure.................................7
1.3.2 Designing for Emergent Play.............................................7
1.4 Designing for the Reality-Virtuality Continuum..................................9
1.4.1 Designing for Reality.................................................9
1.4.2 Designing for Augmented Reality (Mixed Reality)........................9
1.4.3 Designing for Augmented Virtuality (Mixed Reality)....................11
1.4.4 Designing for Virtual Reality........................................11
1.5 Designing for the Interconnected Virtual Environment; from a Rhizome
to the Vizome.................................................................11
1.5.1 Introducing the Concept of a Vizome....................................11
1.6 Universal Design and Safety in Virtual Environments............................13
1.6.1 The Common Principles in Universal Design in Virtual Environments......13
1.6.1.1 Visual Design.................................................13
1.6.1.2 Audible Design................................................13
1.6.1.3 Tactile Design................................................13
1.6.2 Designing Safety into a Virtual Environment............................14
1.6.3 Working toward a Team Approach in Universal Design.....................14
1.7 Design with Code for Virtual Environments......................................16
1.8 Taking a Design Discovery Voyage...............................................16
1.8.1 Course Study Planning with This Book...................................16
1.8.2 Self-Study with This Book..............................................16
1.9 Chapter Summary and Final Thoughts.............................................17
References...........................................................................17
v
VI
Contents
Chapter 2 About the Viewers and Content Created for This Book....................................19
2.1 Overview of about the Viewers and Content Used for This Book.................19
2.2 Virtual World Viewers and Game Interfaces Used in This Book..................19
2.2.1 Head-Mounted Display Viewers Used in This Book.........................19
2.3 How the Client Viewer Impacts Virtual World Designing.........................20
2.3.1 What the Viewer Does for Image Rendering and How to Set Up for It.....20
2.3.2 What the Viewer Provides for Building and Editing.....................23
2.3.3 What the Viewer Provides for Communications and Sound.................23
2.3.4 What the Simulator Server Does Compared to the Viewer.................23
2.3.5 Project Snowstorm and Viewer Development...............................25
2.4 Selecting a Viewer for Second Life and OpenSim................................25
2.4.1 Viewers for Use with a Head-Mounted Display (HMD)......................25
2.4.2 Considering Input Devices for Safety and Universal Access..............26
2.5 Viewer Settings to Enhance Your Safety........................................26
2.6 Viewers, Settings, and Considerations for Universal Access...................26
2.7 Some Notes about the Gear....................................................26
2.7.1 Building Your System for Your Design Needs............................29
2.7.2 Computer Specifications from the Equipment Used for This Book....... 29
2.7.3 Some Notes about the Peripheral Gear................................ 29
2.8 How to Get and Upload the Content for This Book into Your Virtual World......30
2.8.1 Where to Get the Content..............................................30
2.9 Settings Guidelines for Uploading This Book’s Content into Your Virtual World.30
2.9.1 Level of Detail (LOD) Setting Guidelines..............................30
2.9.2 Physics Settings Guidelines.............................32
2.9.3 Upload Options Settings Guidelines.................................. 32
2.9.4 Known Problems with Uploads in Second Life and OpenSim................32
2.10 Licensing Information........................................................32
2.11 How to Use the LSL Scripts Provided..........................................33
2.12 Chapter Summary and Thoughts.................................................33
References.........................................................................33
Chapter 3 The Vizome, Developing Creativity, and Virtual Environmental Design...................35
3.1 Overview of the Vizome, Developing Creativity, and Virtual Environmental Design... 35
3.2 Discovering the Vizome.......................................................36
3.2.1 Early Concepts That Lead to the Vizome................................36
3.2.2 Examining Parts of the Vizome: How Things Are Connected...............37
3.2.3 Plateaus of the Vizome; the Assemblage of Concepts and Connections.....38
3.2.4 A Case Study: Using the “And, And And” Approach in Designing
a Virtual Environment............................................... 38
3.2.4.1 Design References and Processes for Inland: Search for the Sy.38
3.2.4.2 Takeaways from This Case Study...............................39
3.3 Pushing the Design Further by Using Observations within the Vizome...........39
3.3.1 The Vizome and Designing for Temporal Location........................41
3.3.1.1 Conceptual Elements for Temporal Location Design............41
Contents vii
3.3.2 The Vizome and Designing for Social Interactivity........................42
3.3.2.1 When Social Media and Virtual Content Go Wrong:
.... Two Cautionary Anecdotes........................................44
v ...... 3.3.3 Social Content with Strong and Weak Ties: Dunbar’s Number...............45
3.3.4 The Arrival of Social Reality on Virtual Reality Social Sites............47
‘ ....... 3.4 Designing with Semiotics, Collective Intelligence, and Perspectivism.............47
3.4.1 Collective Intelligence and the Four Spaces..............................48
3.4.2 Perspectivism: Finding the Point of View for Your Design.................49
L ...... 3.5 Setting Up a Creation System to Develop Ideas Like a Vizome......................49
i ’ ........ ..... 3.5.1 The Vizome and a Creative Frame of Mind..................................51
....... ....., 3.5.2 Getting the Creative Tools Organized.....................................51
3.5.2.1 Physical/Touchable Tools........................................52
3.5.2.2 Psychological/Cognitive Tools...................................52
* ....... 3.5.2.3 Digital/Computer-Based Tools.....................................52
. 3.5.3 Using Your Subconscious as a Creative Partner..............................53
5 3.6 Spotlight on Deborah Thomas: SillyMonkey Games, Training, and Social Media......53
p ...... 3.7 Chapter Summary and Final Thoughts...............................................57
References............................................................................57
V ,w.i
Chapter 4 Planning and Prototyping the Design of a Game-Based Virtual Environment..................59
4.1 Overview of Planning and Prototyping the Design of a Game-Based Virtual
Environment......................................................................59
_ 4.1.1 What Are the Key Ideas about Designing forGameplay in a Virtual
■: Environment?.............................................................61
4.2 Emergent Gameplay in Virtual Worlds..............................................62
4.3 Types of Games Found in Virtual Environments, and the Mechanics, Dynamics,
and Aesthetics (MDA) Framework...................................................62
.......... 4.3.1 Exploration Game.........................................................62
4.3.1.1 Style of Gameplay...............................................62
.. . ... 4.3.1.2 Design Aspects............................................................64
.. .... ........4.3.2 Experiential Art Game......................................64
- ... ....; 4.3.2.1 Style of Gameplay...............................................64
........ 4.3.2.2 Design Aspects...................................................64
.... 4.3.3 Hunt Game (Idea Based or Shopping Based).................................64
4.3.3.1 Style of Gameplay...............................................64
■ 4.3.3.2 Design Aspects...................................................65
.... 4.3.4 Vehicle-Based Game (Driving, Flying, or Boating in Competition).........65
4.3.4.1 Style of Gameplay...............................................65
4.3.4.2 Design Aspects..................................................65
4.3.5 Gun-/Weapon-Based Game (Push-Activated Regions)..........................65
4.3.5.1 Style of Gameplay...............................................65
4.3.5.2 Design Aspects..................................................66
4.3.6 Using the MDA Framework to Define Your Design Approach...................66
4.4 Designing for Game Player Types..................................................67
4.4.1 Dr. Bartle, Dr. Yee, and Classifications of Game Player Types............67
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Contents
4.4.2 How to Give Your Audience What It Wants While You Design What
Interests You.........................................................68
4.4.3 Making the “Grind” Work for You and Your Game-Based Sim Design......69
4.5 Documents, Prototypes, and Game-Based Virtual Environments..................69
4.5.1 How to Create Game Documents Specifically for Game-Based Virtual
Environments.........................................................69
4.5.1.1 Textual Game Design Document................................70
4.5.1.2 Image-Based/Storyboard Type Game Design Documents...........70
4.5.1.3 Wiki-Based Game Document Organization........................73
4.5.2 Prototypes for Game-Based Sims......................................73
4.5.2.1 Popsicle Sticks, Paper, and Pipe Cleaners...................75
4.5.3 Virtual Prototypes for Game-Based Sims...............................77
4.6 Playtesting the Prototype and Game Jamming for Game Design Development......77
4.6.1 Design Development and the Game Jam Approach........................78
4.6.2 The Real Game Jam Experience..........................................78
4.6.3 Holding a Virtual Game Jam..........................................78
4.7 Project: Creating Four Development Documents for a Game-Based Sim............79
4.7.1 Decide on the Scope of Your Game-Based Sim...........................79
4.7.2 Document 1: The Concept Outline......................................79
4.7.3 Document 2: The Image-Based/Storyboard Document: Planning Your Game... 80
4.7.4 Document 3: Paper or Digital Prototype of Game-Based Sim.............81
4.7.5 Document 4: Building a Project Wiki for Your Game-Based Sim..........81
4.7.6 Project Conclusion...................................................81
4.8 Chapter Summary and Final Thoughts.........................................81
References.......................................................................82
Chapter 5 Designing for Social Interaction in Virtual Spaces.................................83
5.1 Overview of Designing for Social Interaction in Virtual Spaces..............83
5.1.1 Going beyond the Rhizome, the Vizome, and into Spheres and Foam......84
5.2 Designing for the “I,” “You,” and “Us” in a Virtual Environment.............85
5.2.1 Supporting Eye Contact and Body Language.............................85
5.3 The Face, the Voice, and Social Interaction.................................88
5.3.1 Design and Facial Tracking...........................................88
5.3.2 Design and Vocal Shifting............................................89
5.3.3 Designing with the Built-In Audible Communication Formats............89
5.4 Designing for Social Media Interaction......................................90
5.4.1 Three Design Challenges in Social Spaces.............................90
5.4.2 Public Space Design..................................................90
5.4.3 Personal Space Design................................................91
5.4.4 Exchange (Marketplace) Space Design..................................94
5.5 Designing for Social Collaboration and Competition..........................94
5.6 Project: Building a Collection of Related Content for Your Game-Based Sim....96
5.6.1 Creating “Content in Common”.........................................96
5.6.2 Your Game-Based “Logo”...............................................96
5.6.3 Setting Up Your Channels............................................101
Contents
IX
5.6.3.1 Making a Channel for 2D Still Media.........................101
5.6.3.2 Making a Channel for Video Streaming Media..................101
5.6.3.3 Making a Channel for 3D Content Exchange....................102
5.7 Chapter Summary and Final Thoughts............................................102
References..........................................................................103
Chapter 6 Developing the Designer-Scripter Collaboration......................................105
6.1 Overview of Developing the Designer-Scripter Collaboration....................105
6.2 Collaborating Guidelines for Working Together on an Advanced Design...........105
6.2.1 Designer-Scripter Collaboration: Understanding Each Other’s Job.......108
6.2.2 Learn the Key Vocabularies and Symbols for Each Other’s Work..........109
6.2.2.1 Learning a Designer’s Vocabulary.............................109
6.2.2.2 Learning a Scripter’s Vocabulary for Linden Scripting
Language (LSL)...............................................109
6.2.3 Learning to Think Alike and Getting Organized on a Project............Ill
6.3 Case Study: Scripted Trees and Emergent Play on Sundial, the Season Changing Sim.... 113
6.3.1 The Concept That Started with a Few Trees.............................113
6.3.2 How It Grew into an Entire Environment That Worked under Limited
Conditions............................................................115
6.3.3 Our Discovery of Emergent Play...................................... 115
6.4 Case Study: Creating a Game-Based Sim Called “Inland: Search for the Sy”......115
6.4.1 Building “Inland: Search for the Sy” for the IBM Exhibit Program......117
6.4.2 Collaborative Creation on a Game-Based Sim............................117
6.4.3 Putting It All Together Onsite........................................120
6.4.4 Playtesting and Learning about Gamers.................................121
6.5 Top 10 List of Scripts That You Should Have...................................121
6.6 Other Scripting Languages Used in Virtual Worlds..............................121
6.6.1 The Big Picture.......................................................121
6.6.2 What Scripting Language Should I Learn?...............................121
6.7 Project: “Script Roulette”—A Collaborative Game of Chance.....................124
6.7.1 Setting Up to Play....................................................124
6.7.2 Playing...............................................................124
6.7.3 Scoring...............................................................125
6.7.4 Adding Collaboration Incentives.......................................125
6.8 Chapter Summary and Final Thoughts............................................125
References..........................................................................126
Chapter 7 Designing with Level of Detail (LOD)................................................127
7.1 Overview of Designing with Level of Detail (LOD)..............................127
7.2 Fundamentals of LOD Systems for Designers.....................................129
7.2.1 The Beginnings of LOD Systems.........................................129
7.2.2 A Brief Overview of the Kinds of LOD Used in Virtual Worlds...........130
7.2.2.1 LOD and Sound in a Virtual Environment.......................131
1.2.22 LOD Systems for Polygons.......................................131
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Contents
1.2.23 LOD Systems for Graphics/Textures: MIP Mapping.................132
7.2.2.4 LOD Systems Using Culling, Draw Distance, and Fog..............132
7.3 Perception and LOD: The Basics...............................................132
7.3.1 General Aspects about Our Visual Perception and How We See LOD........134
7.4 Making LOD Work for You......................................................136
7.4.1 Geometry and Managing the Levels of Detail............................136
7.4.2 Graphic/Textures and LOD..............................................136
7.4.3 Physics and LOD.......................................................138
7.5 Client Viewer Settings, Imports, and LOD.......................................139
7.5.1 Uploading Geometry with LOD...........................................139
7.5.2 Uploading 3D Models and Setting the Physics LOD.......................140
7.5.3 Uploading 3D Models with Scaling and Graphic/Texture Parameters.......141
7.6 Project: Creating Mesh Content from Photogrammetry; Working with LOD.........142
7.6.1 Capturing Meshes with Photogrammetry..................................142
7.6.2 Reducing the LOD in Autodesk Memento..................................145
7.6.3 Converting the 3D and Graphics/Textures for Use in a Game-Based Sim.....145
7.6.4 Bringing the Content into the Virtual Environment.....................146
7.7 Chapter Summary and Final Thoughts...........................................148
References.........................................................................148
Chapter 8 Designing with Virtual Physics in Mind..................................................151
8.1 Overview of Designing with Virtual Physics in Mind...........................151
8.2 Spotlight on Professor Vicki Robinson: Teaching Real-World Physics in a Virtual
World........................................................................152
8.3 The Basic Elements of Physics in a Virtual World.............................152
8.3.1 Rigid Body and Soft Body Dynamics.....................................154
8.3.2 Collision Detection and Design........................................156
8.3.3 Designing with the Client Viewer Physics Material Settings............156
8.3.3.1 Viewer Physics Material Settings Tests.......................157
8.3.4 Physics Materials Tests on a Cube, Sphere, Sculpted, and Irregular Mesh ....159
8.3.5 Collision Sounds, Physical Materials, and Design......................161
8.3.5.1 Using the Statistics Menu as a Physics Performance Gauge.......162
8.3.6 Physics Shapes and Best Practices for Building for a Low Physics Demand.162
8.3.7 Kinematics, the Geometry of Motion: Yaw, Roll, and Pitch..............164
8.4 Basic Vehicles and Their Functionality.......................................166
8.4.1 Basic Types of Vehicles, Deflection, Timescale, and Where to Get Test Scripts... 166
8.4.2 Moving the Vehicle: Linear Movement versus Angular Movement...........166
8.4.3 Vertical Attraction and Banking.......................................168
8.4.4 Buoyancy and Hover....................................................168
8.4.5 Reference Frame.......................................................168
8.5 Important Considerations of a Vehicle Design.................................168
8.6 Universal Design for Vehicles.............................................. 170
8.7 Design Planning for Vehicle Usage............................................170
8.7.1 Avatar Character and Vehicle Design Considerations....................171
8.7.2 Designing Vehicles with Region Crossings in Mind......................171
Contents
XI
8.8 Project: Creating a Fae (Fairy) Boat Vehicle for Your Game-Based Sim...........173
, , 8.8.1 Getting the Content for Creating the Fae Boat............................173
.... 8.8.2 Organizing and Customizing the Content...................................173
8.8.3 Making the Engine and Particle Generators............................174
8.8.4 Connecting It All Together and Making a Maiden Voyage..................178
. ... 8.8.5 Additional Steps to Consider.............................................178
8.9 Chapter Summary and Final Thoughts.............................................178
References.........................................................................179
Chapter 9 Landscape and Terrain Design in Virtual Environments...................................181
y 9.1 Overview of Landscape and Terrain Design in Virtual Environments...............181
9.2 Landscape Personality and Social Relationships to the Virtual Terrain........181
9.3 What World Are You From?.....................................................183
¡
9.3.1 Understanding Believable Terrain by Designing an Alien World...........183
1 .?* 9.3.1.1 Mini-Challenge: Defining and Designing an Alien Environment..183
..... 9.4 Using Your Worldview and Storytelling to Create a Landscape/Terrain Design.....185
* .. 9.4.1 Landscape/Terrain Design and How It Defines Game Play:
Creating the Journey...................................................185
...... 9.4.1.1 Using Visitor Experience Pathways on Your Landscape/Terrain.... 187
9.4.1.2 Balancing Journey versus Experience Event Frequency:
Designing in a Narrative......................................187
..... 9.4,2 Creating Terrain That Explores Other Planes of Existence.................189
* 9.5 Exploring Terrain Methodologies: Heightmaps, Polygons, and Voxels..............189
9.5.1 Overview of Building Multiregion Terrain with Heightmaps and Meshes....189
9.5.1.1 Using Mesh Elements in Your Terrain...........................190
........ 9.5.2 Working with Voxel-Based Terrain.........................................190
‘ . .... 9.6 Project: Creating a Four-Region, Game-Based Terrain............................190
9.6.1 Step 1: Decide on Overall Concepts and Usage of the Game-Based Terrain.192
.. . 9.6.2 Step 2: Creating the Regions in 3D with SketchUp: Alternative Method.....192
9.6.3 Step 3: Developing Heightmaps for the Terrain in Photoshop.............193
9.6.4 Step 4: Testing the Terrain in OpenSim.................................195
9.7 Chapter Summary and Final Thoughts.............................................196
References...........................................................................196
Chapter 10 Design Considerations and Mesh Usage in Virtual Environments..........................197
10.1 Overview of Design Considerations and Mesh Usage in Virtual Environments.....197
10.2 Sources for Mesh in a Virtual Environment......................................199
10.2.1 Some Considerations regarding the Standard 8 Inworld Mesh Objects......200
10.2.2 Some Considerations regarding Meshes Created in 3D Modelers............200
10.2.3 Some Considerations regarding Mesh and Procedural Generation...........202
10.2.4 Some Considerations regarding Meshes Derived from Digital
Sculpting..............................................................205
10.2.5 Some Considerations regarding Scanning and Mesh Creation
for Virtual Environments...............................................205
XII
Contents
10.3 Overview of Rigged Meshes; Moving Avatars and Their Clothing................206
10.3.1 Overview of Rigged and Fitted Mesh Clothing..........................211
10.3.2 Tools and Plugins for Creating Rigged Meshes.........................211
10.4 Comparison of 3D Mesh-Making Programs; Some Thoughts on Choosing One........211
10.5 Project: Building a Game-Based Environment with Component Meshes............211
10.5.1 Loading in the Castle................................................213
10.5.2 Loading in the Quay and Village......................................219
10.5.3 Adding the Buttercross, Forge, and Stables Outbuildings..............225
10.5.4 Smoothing the Terrain for a Perfect Fit..............................225
10.5.5 Detailing the Environment with Landscaping...........................225
10.6 Chapter Summary and Final Thoughts..........................................228
References........................................................................228
Chapter 11 Designing with Advanced Materials and Animated Graphic/Textures....................231
11.1 Overview of Designing with Advanced Materials and Animated Graphic/Textures...231
11.2 The Structure of an Advanced Material Used in Virtual Environments..........232
11.3 Designing with Advanced Materials in Mind...................................234
11.4 UV Unwrapping and Uploads of Meshes with Advanced Materials.................234
11.4.1 Overview of the Workflows and Software...............................234
11.4.2 The Reflective Teapot Scene: A Breakdown.............................234
11.4.3 Build Your Knowledge, Develop the Art of UV Unwrapping
and UV Maps.........................................................237
11.5 Virtual World Viewers and Advanced Materials................................237
11.5.1 Mini-Project: Test Your Viewer for Advanced Materials................237
11.6 Understanding Bumpiness (Normal) Graphics and What They Contribute
to a Material...............................................................238
11.6.1 Bumpiness (Normal) Graphic Creation Methodologies....................238
11.7 Understanding the Shininess (Specular) Layer and What It Contributes
to a Material...............................................................240
11.7.1 Shininess (Specular) Graphic Creation Methodologies..................240
11.8 Notes regarding Bumpiness (Normal), Shininess (Specular), and Alpha Mode
Usage.......................................................................242
11.8.1 A Few Notes about Alpha Mode Options in the Virtual Environment......243
11.9 Scripting for Animated Graphic Textures in a Virtual Environment............243
11.9.1 Scripting an Animated Graphic from Still Images......................243
11.9.2 Creating Animated Graphics from GIF Animations and Video Media.......244
11.9.2.1 Tip: How to Play Media from YouTube on the Face
of Your Objects.............................................245
11.10 Project: Adding Advanced Materials to the Fairy Bridge.....................245
11.10.1 Adding Bumpiness and Shininess Graphic/Textures to the Fairy Bridge.246
11.10.2 Making an Animated Graphic/Texture: Step by Step...................248
11.10.2.1 Step 1: Setting Up the Story Your Animation Will Tell.....248
11.10.2.2 Step 2: Plan for the Number of Key Frames Your Animation
Will Need...................................................250
11.10.2.3 Step 3: Creating the Images for the Animation—The Process.250
Contents
xiii
11.10.2.4 Step 4: Layout the Animation Frames on the Graphic
in Photoshop................................................252
11.10.3 Scripting and Applying the Animated Graphic Inworld................252
11.10.3.1 Step 5: Upload the Graphic—First Test on a Primitive......253
11.10.3.2 Step 6: Tuning the Animated Graphic and Incorporating
It into a Build.............................................253
11.11 Chapter Summary and Final Thoughts.........................................253
Reference.........................................................................254
Chapter 12 World Building and Design with Procedural Techniques...............................255
4 12.1 Overview of World Building and Design with Procedural Techniques............255
12.2 World Building and the Creation Myth........................................256
12.2.1 Mini-Game Learning Block: Developing Your Own Creation Myth.........257
12.3 Overview of Procedural Techniques and Design................................258
12.3.1 The Key Aspects of a Procedural Technique...........................259
12.3.2 Procedural Theories and Techniques Fundamental to Building
a Game-Based Sim....................................................259
12.3.2.1 Common Mechanisms of Procedural Techniques for Terrain
or Environmental Levels.....................................259
12.3.2.2 Common Mechanisms of Procedural Graphic/Texture Generators.261
12.3.2.3 Common Mechanisms of Procedural 3D Geometry Generators ....261
12.3.3 Everyday Examples of How You Use Procedural Techniques..............261
12.4 Procedural Techniques Used in Game-Based Virtual Environments...............262
12.4.1 Building with Fractals in Second Life...............................262
12.4.2 Non-Player Characters (NPCs) and Clones as Procedural Content.......262
12.4.3 Using Particle Systems as Procedural Content Generators.............263
12.4.4 Software and Plugins That Will Help You Work Procedurally...........263
12.5 Project: Utilizing a Procedural Script to Make a Fairy Tree.................263
12.5.1 Designing with a Procedural Generator: Cautions and Downloads.......263
12.5.1.1 Cautions...................................................263
12.5.1.2 Getting the Content for Creating the Tree..................264
12.5.2 Creating the Trunk and Branches.....................................264
12.5.3 Running the Fractal Tree Controls...................................266
12.5.4 Further Development.................................................269
12.6 Chapter Summary and Final Thoughts..........................................270
References........................................................................271
Chapter 13 Designing Virtual Environments for Head-Mounted Displays...........................273
13.1 Overview of Designing Virtual Environments for Head-Mounted Displays (HMDs).... 273
13.1.1 The Challenge of HMD Acceptance and Designing for Social Virtual
Reality (VR)........................................................274
13.2 Overview of a VR HMD and How It Works.......................................274
13.2.1 HMD: Major Parts and Their Functions................................274
13.2.2 Future Developments for VR..........................................276
xiv Contents
13.3 Five Dimensions of Design in HMD Virtual Environments.......................276
13.3.1 Agency...............................................................276
13.3.2 Presence.............................................................277
13.3.2.1 Presence, Artificial Intelligence, and Henry the Hedgehog..278
13.3.3 Affordance..........................................................278
13.3.4 Story................................................................279
13.3.4.1 Realistic Environment/Changing Point of View in Perspective;
Chapter 1: The Party........................................281
13.3.4.2 Experiential-Narrative Hybrid Filmmaking in Way to Go.......281
13.3.4.3 Artificial Intelligence-Based Character Interaction in a Wild
HMD-VR Spinoff..............................................281
13.3.5 Safety...............................................................284
13.3.5.1 Read the Manual and Be Aware of the Safety Guidelines......284
13.3.5.2 Designing for Safety and Comfort: Some Beginning Steps.....284
13.3.6 Spotlight on Jamie Thalman: A Q A about Production Design for VR Films... 285
13.4 Experiencing the Virtual Environment with a Real Body.......................286
13.4.1 Design Challenges Specific to HMDs...................................287
13.4.2 The Problem of Latency...............................................287
13.4.3 When Objects and Settings Start to Drift.............................287
13.4.4 The Judder Problem...................................................288
13.5 Project: Developing a HMD-VR Narrative Environment for Storytelling..........288
13.5.1 Step 1: Finding a Concept to “Hang Your Design Hat On”...............288
13.5.2 Step 2: Choosing a Location for Your Storytelling....................289
13.5.3 Step 3: Adding in the Five Dimensions of Design......................289
13.5.4 Step 4: Adding Agency with a “Character” Avatar......................289
13.5.5 Step 5: Adding Presence—The Sound of the Environment.................291
13.5.6 Step 6: Adding Affordance—Storytelling Elements That Are Easy to Use...291
13.5.7 Step 7: Adding Story with Additional Characters......................292
13.5.8 Step 8: Adding Safety and Accessibility to VR Narrative Environment.292
13.5.9 Step 9: Keep Adding Depth to the Experience..........................293
13.6 Conclusion: Building the Last Platform?......................................293
References.........................................................................294
Chapter 14 The Multiple Dimensions of Game-Based Virtual Environments.........................297
14.1 Overview on Multiple Dimensions of Game-Based Virtual Environments..........297
14.2 Developing Game-Based Environments for the Future Player.....................298
14.2.1 Virtual Reality Technology...........................................298
14.2.2 Society..............................................................299
14.2.3 The Basic Human Need to Play.........................................299
14.2.4 Finding Inspiration for Virtual Games................................300
14.2.5 Skill-Based Games and Gambling.......................................300
14.3 Spotlight on Jacquelyn Ford Morie—Art, Virtual Reality, and Education........302
14.4 Chapter Summary: The Multiple Dimensions of Game-Based Virtual
Environments................................................................305
References.........................................................................306
Contents
xv
Glossary.............................................................................307
Important Links and Resources........................................................311
Bibliography.........................................................................313
Appendix A: Game-Based Sim Design Document...........................................315
Appendix B: Exhibit C—The Journal of Dr. Aubrey Wynn.................................321
Index................................................................................325
Written as the successor to Virtual World Design: Creating Immersive
Virtual Environments, this book carries the ideas brought forward in
its predecessor to new levels of virtual world design exploration and
experimentation. Written by an Emmy award-winning designer with
22 years of experience creating virtual environments for television
and online communities, Extending Virtual Worlds: Advanced
Design for Virtual Environments explores advanced topics such as
multiregional design, game-based sims, and narrative structure for
environments.
The book provides bedrock knowledge and practical examples of
how to leverage design concepts within the intertwined structures of
physics engines, level of detail (LOD) systems, and advanced materi-
al editors. It also shows designers new ways to influence the experi-
ence of virtual world visitors through immersive narrative and story-
telling. With over 150 illustrations and 10 step-by-step projects that
include the necessary 3D models and modular components, it deliv-
ers hours of stimulating creative challenges for people working in
public virtual worlds or on private grids.
By using this book, novices and advanced users will deepen their
understanding of game design and how it can be applied to creating
game-based virtual environments. It also serves as a foundational
text for class work in distance learning, simulation, and other learning
technologies that use virtual environments.
|
any_adam_object | 1 |
author | Cudworth, Ann Latham 1955- |
author_GND | (DE-588)1117828034 |
author_facet | Cudworth, Ann Latham 1955- |
author_role | aut |
author_sort | Cudworth, Ann Latham 1955- |
author_variant | a l c al alc |
building | Verbundindex |
bvnumber | BV043806024 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.9.C65 |
callnumber-search | QA76.9.C65 |
callnumber-sort | QA 276.9 C65 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 323 ST 324 |
ctrlnum | (OCoLC)946747377 (DE-599)BVBBV043806024 |
dewey-full | 794.8/1536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1536 |
dewey-search | 794.8/1536 |
dewey-sort | 3794.8 41536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
format | Book |
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illustrated | Illustrated |
indexdate | 2024-07-10T07:35:34Z |
institution | BVB |
isbn | 9781482261165 |
language | English |
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spelling | Cudworth, Ann Latham 1955- Verfasser (DE-588)1117828034 aut Extending virtual worlds advanced design for virtual environments Ann Latham Cudworth Boca Raton CRC Press [2016] xxvii, 333 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index Computer simulation Computer games Design Shared virtual environments Design Virtual reality Design (DE-588)4011510-0 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 s Computerspiel (DE-588)4010457-6 s Design (DE-588)4011510-0 s DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029217370&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029217370&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Cudworth, Ann Latham 1955- Extending virtual worlds advanced design for virtual environments Computer simulation Computer games Design Shared virtual environments Design Virtual reality Design (DE-588)4011510-0 gnd Computerspiel (DE-588)4010457-6 gnd Virtuelle Realität (DE-588)4399931-1 gnd |
subject_GND | (DE-588)4011510-0 (DE-588)4010457-6 (DE-588)4399931-1 |
title | Extending virtual worlds advanced design for virtual environments |
title_auth | Extending virtual worlds advanced design for virtual environments |
title_exact_search | Extending virtual worlds advanced design for virtual environments |
title_full | Extending virtual worlds advanced design for virtual environments Ann Latham Cudworth |
title_fullStr | Extending virtual worlds advanced design for virtual environments Ann Latham Cudworth |
title_full_unstemmed | Extending virtual worlds advanced design for virtual environments Ann Latham Cudworth |
title_short | Extending virtual worlds |
title_sort | extending virtual worlds advanced design for virtual environments |
title_sub | advanced design for virtual environments |
topic | Computer simulation Computer games Design Shared virtual environments Design Virtual reality Design (DE-588)4011510-0 gnd Computerspiel (DE-588)4010457-6 gnd Virtuelle Realität (DE-588)4399931-1 gnd |
topic_facet | Computer simulation Computer games Design Shared virtual environments Design Virtual reality Design Computerspiel Virtuelle Realität |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029217370&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029217370&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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