Designing Adaptive Virtual Worlds

Book description

Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur.

Table of contents

  1. Cover
  2. Title
  3. Copyrights
  4. Contents
  5. Part 1
    1. 1 Introduction
      1. 1.1 Why Adaptive Virtual Worlds?
      2. 1.2 Why Design Places?
      3. 1.3 Overview of This Book
    2. 2 Virtual Worlds
      1. 2.1 Evolution of Virtual Worlds
      2. 2.2 Design Metaphors
      3. 2.3 Place Making in Virtual Worlds
      4. 2.4 Design Platforms and Examples
      5. References
  6. Part 2
    1. 3 Generative Design Grammars
      1. 3.1 Grammars for Rule-based Design
        1. 3.1.1 Notions of Shape Grammars
        2. 3.1.2 Shape Grammars and Design Style
        3. 3.1.3 Design Constraints in Shape Grammar Application
      2. 3.2 Generative Design Grammars for Rule-based Place Design in 3D Virtual Worlds
        1. 3.2.1 A Place Design in 3D Virtual World as “Objects in Relations”
        2. 3.2.2 Design Phases of 3D Virtual Worlds
        3. 3.2.3 Addressing Design Requirements of 3D Virtual Worlds
        4. 3.2.4 Capturing Stylistic Characterizations of Virtual Places
      3. 3.3 Generative Design Grammar Framework
      4. 3.4 General Structure of Design Rules
        1. 3.4.1 Layout Rules
        2. 3.4.2 Object Design Rules
        3. 3.4.3 Navigation Rules
        4. 3.4.4 Interaction Rules
      5. 3.5 Characteristics of Generative Design Grammars
      6. References
    2. 4 Generative Design Agents
      1. 4.1 Computational Agents
        1. 4.1.1 Notions of Agents
        2. 4.1.2 A Common Agent Model for 3D Virtual Worlds
      2. 4.2 Generative Design Agent Model
      3. 4.3 Representations of a 3D Virtual World
        1. 4.3.1 Three Representation Layers of a 3D Virtual World
        2. 4.3.2 Representations of Virtual World Objects
      4. 4.4 Computational Processes of a Generative Design Agent
        1. 4.4.1 Interpretation
        2. 4.4.2 Hypothesizing
        3. 4.4.3 Designing and Action
      5. 4.5 Generative Design Agents for Designing in 3D Virtual Worlds
        1. 4.5.1 Generative Design Agent Model as a Design Model
        2. 4.5.2 Generative Design Agents for Designing in 3D Virtual Worlds
      6. References
  7. Part 3
    1. 5 A Generative Design Grammar for a Virtual Gallery
      1. 5.1 An Adaptive Virtual Gallery
        1. 5.1.1 Galleries: Blending the Physical and the Virtual
        2. 5.1.2 A Virtual Gallery Adapted for Changing Needs
      2. 5.2 Overview of an Example Grammar
        1. 5.2.1 Design and Composition of a Virtual Gallery
        2. 5.2.2 Design Goals
      3. 5.3 Layout Rules
        1. 5.3.1 State Labels
        2. 5.3.2 Additive Layout Rules
        3. 5.3.3 Subtractive Layout Rules
      4. 5.4 Object Design Rules
        1. 5.4.1 State Labels
        2. 5.4.2 Additive Object Design Rules
        3. 5.4.3 Subtractive Object Design Rules
      5. 5.5 Navigation Rules
        1. 5.5.1 State Labels
        2. 5.5.2 Additive Navigation Rules
        3. 5.5.3 Subtractive Navigation Rules
      6. 5.6 Interaction Rules
        1. 5.6.1 State Labels
        2. 5.6.2 Additive Interaction Rules
        3. 5.6.3 Subtractive Interaction Rules
      7. 5.7 Limitations
      8. References
    2. 6 An Adaptive Virtual Gallery
      1. 6.1 Design Scenario
        1. 6.1.1 Purpose of the Design Scenario
        2. 6.1.2 Generative Design Grammar Application
        3. 6.1.3 Static and Adaptive Virtual Gallery
      2. 6.2 Stage 1: The Artist Enters the Virtual Gallery
        1. 6.2.1 Layout Rule Application
        2. 6.2.2 Object Design Rule Application
        3. 6.2.3 Navigation Rule Application
        4. 6.2.4 Interaction Rule Application
      3. 6.3 Stage 2: Exhibition 1 Receives More Visitors
        1. 6.3.1 Execution of the Design Scenario
        2. 6.3.2 An Alternative Design of the Virtual Gallery for Stage 2
      4. 6.4 Stage 3: An Invited Guest Enters the Virtual Gallery
      5. 6.5 Stage 4: The Artist Prepares for an Opening Address
      6. 6.6 Stage 5: Exhibition 2 Receives More Visitors
        1. 6.6.1 Execution of the Design Scenario
        2. 6.6.2 Alternative Designs of the Virtual Gallery for Stage 5
      7. 6.7 Stage 6: The Artist Changes Exhibition Requirements
      8. 6.8 Stage 7: Some Visitors Leave the Virtual Gallery
      9. 6.9 Stage 8: The Artist Logs Off
      10. 6.10 Discussion
        1. 6.10.1 Summary
        2. 6.10.2 Stylistic Characterizations of the Virtual Gallery Designs
        3. 6.10.3 Technical Implementation
      11. References
  8. Part 4
    1. 7 The Future and Impact of Adaptive Places
      1. 7.1 Technical Environments for Adaptive Virtual Places
      2. 7.2 Functional Designs vs. Creative Designs
      3. 7.3 Individual, Shared and Collective Design Styles
      4. 7.4 Extending Adaptive Virtual Places into the Built Environments
    2. References
  9. List of Figures
  10. Index

Product information

  • Title: Designing Adaptive Virtual Worlds
  • Author(s): Ning Gu, Mary Lou Maher
  • Release date: September 2014
  • Publisher(s): De Gruyter Open
  • ISBN: 9783110399219