ISBN-10:
1482261162
ISBN-13:
9781482261165
Pub. Date:
06/08/2016
Publisher:
Taylor & Francis
Extending Virtual Worlds: Advanced Design for Virtual Environments / Edition 1

Extending Virtual Worlds: Advanced Design for Virtual Environments / Edition 1

by Ann Latham Cudworth

Paperback

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Overview

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 multi-regional 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 material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers 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.

Product Details

ISBN-13: 9781482261165
Publisher: Taylor & Francis
Publication date: 06/08/2016
Pages: 361
Product dimensions: 7.40(w) x 9.20(h) x 0.80(d)

About the Author

Ann Latham Cudworth is a two-time Emmy award winner who designs virtual and physical scenery for network television. She inspires people to engage with the message embodied in her virtual environments. A transplanted Bostonian thriving in New York City, she has shared her knowledge as a teacher of design and visualization at New York University, and at workshops and conferences worldwide for 16 years. Her weapons of choice are SketchUp, 3DSMax, and Photoshop. More information about her numerous projects is available on her website: www.anncudworthprojects.com.

Table of 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 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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