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
- Cover
- Title
- Copyrights
- Contents
- Part 1
-
Part 2
- 3 Generative Design Grammars
- 4 Generative Design Agents
-
Part 3
- 5 A Generative Design Grammar for a Virtual Gallery
-
6 An Adaptive Virtual Gallery
- 6.1 Design Scenario
- 6.2 Stage 1: The Artist Enters the Virtual Gallery
- 6.3 Stage 2: Exhibition 1 Receives More Visitors
- 6.4 Stage 3: An Invited Guest Enters the Virtual Gallery
- 6.5 Stage 4: The Artist Prepares for an Opening Address
- 6.6 Stage 5: Exhibition 2 Receives More Visitors
- 6.7 Stage 6: The Artist Changes Exhibition Requirements
- 6.8 Stage 7: Some Visitors Leave the Virtual Gallery
- 6.9 Stage 8: The Artist Logs Off
- 6.10 Discussion
- References
- Part 4
- List of Figures
- Index
Product information
- Title: Designing Adaptive Virtual Worlds
- Author(s):
- Release date: September 2014
- Publisher(s): De Gruyter Open
- ISBN: 9783110399219
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