<span>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 i
Designing Adaptive Virtual Worlds
โ Scribed by Ning Gu; Mary Lou Maher
- Publisher
- De Gruyter Open Poland
- Year
- 2014
- Tongue
- English
- Leaves
- 144
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
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.
Interactive and adaptive virtual worlds; design grammars for places in 3D virtual worlds; computational agent model for adaptive virtual worlds.
โฆ Table of Contents
Contents
Part I: Introduction
1 Introduction
2 Virtual Worlds
3 Generative Design Grammars
4 Generative Design Agents
5 A Generative Design Grammar for a Virtual Gallery
6 An Adaptive Virtual Gallery
7 The Future and Impact of Adaptive Places
List of Figures
Index
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