Designing Virtual Worlds

Author: Richard A. Bartle

Publisher: New Riders

ISBN: 9780131018167

Category: Computers

Page: 741

View: 7641

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A comprehensive resource on the principles and techniques of virtual world design and programming covers everything from MUDS to MMOs and MMORPGs, explaining how virtual worlds work, creating games for multiple users, and the underlying design principles of online games. Original. (Advanced)
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Virtual World Design

Author: Ann Latham Cudworth

Publisher: CRC Press

ISBN: 1466579668

Category: Computers

Page: 405

View: 8472

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Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.
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Designing Adaptive Virtual Worlds

Author: Ning Gu,Mary Lou Maher

Publisher: De Gruyter Open

ISBN: 3110367661

Category: Architecture

Page: 144

View: 777

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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.
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Design for Learning in Virtual Worlds

Author: Brian C. Nelson,Benjamin E. Erlandson

Publisher: Routledge

ISBN: 1136863036

Category: Education

Page: 240

View: 8823

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Design for Learning in Virtual Worlds, the first book focused specifically on how to design virtual worlds for educational purposes, explores: • the history and evolution of virtual worlds • the theories behind the use of virtual worlds for learning • the design of curricula in virtual worlds • design guidelines for elements experienced in virtual worlds that support learning • design guidelines for learning quests and activities in virtual worlds. The authors also examine the theories and associated design principles used to create embedded assessments in virtual worlds. Finally, a framework and methodology is provided to assist professionals in evaluating "off-the-shelf" virtual worlds for use in educational and training settings. Design for Learning in Virtual Worlds will be invaluable both as a professional resource and as a textbook for courses within Educational Technology, Learning Sciences, and Library Media programs that focus on gaming or online learning environments.
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Virtual World Design and Creation for Teens

Author: Charles Ryan Hardnett

Publisher: Cengage Learning

ISBN: 1435454634

Category: Computers

Page: 269

View: 2551

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"Virtual World Design and Creation for Teens" shows teens like you how to develop virtual 3D worlds using the simple, visual programming language, Alice. Virtual worlds can take the form of animated stories, movies, and games. This book will teach you ste
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Higher Education in Virtual Worlds

Teaching and Learning in Second Life

Author: Charles Wankel,Jan Kingsley

Publisher: Emerald Group Publishing

ISBN: 1849506094

Category: Education

Page: 256

View: 5517

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Higher Education in Virtual Worlds: Teaching and Learning in Second Life provides a forum for discussing these and other issues, focusing on the use of Second Life. For those who have already experimented with virtual worlds, there are case studies and ideas for implementing effective learning experiences. For readers who have not yet entered virtual reality, there are suggestions for overcoming the potential barriers. This book will be of value to educators from a wide range of disciplines, including the academic community, training and development managers, and companies with corporate universities looking to reduce their costs through the use of technology and distance learning.
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Making Virtual Worlds

Linden Lab and Second Life

Author: Thomas Malaby

Publisher: Cornell University Press

ISBN: 0801457750

Category: Social Science

Page: 176

View: 4301

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The past decade has seen phenomenal growth in the development and use of virtual worlds. In one of the most notable, Second Life, millions of people have created online avatars in order to play games, take classes, socialize, and conduct business transactions. Second Life offers a gathering point and the tools for people to create a new world online. Too often neglected in popular and scholarly accounts of such groundbreaking new environments is the simple truth that, of necessity, such virtual worlds emerge from physical workplaces marked by negotiation, creation, and constant change. Thomas Malaby spent a year at Linden Lab, the real-world home of Second Life, observing those who develop and profit from the sprawling, self-generating system they have created. Some of the challenges created by Second Life for its developers were of a very traditional nature, such as how to cope with a business that is growing more quickly than existing staff can handle. Others are seemingly new: How, for instance, does one regulate something that is supposed to run on its own? Is it possible simply to create a space for people to use and then not govern its use? Can one apply these same free-range/free-market principles to the office environment in which the game is produced? "Lindens"—as the Linden Lab employees call themselves—found that their efforts to prompt user behavior of one sort or another were fraught with complexities, as a number of ongoing processes collided with their own interventions. Malaby thoughtfully describes the world of Linden Lab and the challenges faced while he was conducting his in-depth ethnographic research there. He shows how the workers of a very young but quickly growing company were themselves caught up in ideas about technology, games, and organizations, and struggled to manage not only their virtual world but also themselves in a nonhierarchical fashion. In exploring the practices the Lindens employed, he questions what was at stake in their virtual world, what a game really is (and how people participate), and the role of the unexpected in a product like Second Life and an organization like Linden Lab.
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Design Research in Information Systems

Theory and Practice

Author: Alan Hevner,Samir Chatterjee

Publisher: Springer Science & Business Media

ISBN: 9781441956538

Category: Business & Economics

Page: 320

View: 7393

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It is 5 years since the publication of the seminal paper on “Design Science in Information Systems Research” by Hevner, March, Park, and Ram in MIS Quarterly and the initiation of the Information Technology and Systems department of the Communications of AIS. These events in 2004 are markers in the move of design science to the forefront of information systems research. A suf cient interval has elapsed since then to allow assessment of from where the eld has come and where it should go. Design science research and behavioral science research started as dual tracks when IS was a young eld. By the 1990s, the in ux of behavioral scientists started to dominate the number of design scientists and the eld moved in that direction. By the early 2000s, design people were having dif culty publishing in mainline IS journals and in being tenured in many universities. Yes, an annual Workshop on Information Technology and Systems (WITS) was established in 1991 in conju- tion with the International Conference on Information Systems (ICIS) and grew each year. But that was the extent of design science recognition. Fortunately, a revival is underway. By 2009, when this foreword was written, the fourth DESRIST c- ference has been held and plans are afoot for the 2010 meeting. Design scientists regained respect and recognition in many venues where they previously had little.
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Virtual worlds and multimedia

Author: Nadia Magnenat-Thalmann,Daniel Thalmann

Publisher: John Wiley & Sons

ISBN: N.A

Category: Computers

Page: 216

View: 8649

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This book covers both theoretical and practical aspects of virtual worlds and multimedia. It presents advanced research and survey on key topics such as image compression, HDTV, synthetic actors, synthetic TV, 3D interaction, virtual reality, electronic books, and architectural space.
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Playful Intelligence

Digitizing Tradition

Author: Henry Sussman

Publisher: Bloomsbury Publishing

ISBN: 1472568834

Category: Literary Criticism

Page: 432

View: 7307

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This is a guide, in theory and in practice, to how current technological changes have impacted our interaction with texts and with each other. Henry Sussman rereads pivotal moments in literary, philosophical and cultural modernity as anticipating the cybernetic discourse that has increasingly defined theory since the computer revolution. Cognitive science, psychoanalysis and systems theory are paralleled to current trends in literary and philosophical theory. Chapters alternate between theory and readings of literary texts, resulting in a broad but rigorously grounded framework for the relation between literature and computer science. This book is a refreshing perspective on the analog-orientated tradition of theory in the humanities – and offers the first literary-textual genealogy of the digital.
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