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Designing Adaptive Virtual Worlds / Ning Gu, Mary Lou Maher.

By: Contributor(s): Material type: TextTextLanguage: English Publisher: Warsaw ; Berlin : De Gruyter Open Poland, [2014]Copyright date: ©2014Description: 1 online resource (144 p.)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783110367669
Subject(s): Additional physical formats: No title; No titleDDC classification:
  • 740
Online resources:
Contents:
Frontmatter -- Contents -- Part I: Introduction -- 1 Introduction -- 2 Virtual Worlds -- Part II: Rule-based Place Design in 3D Virtual Worlds -- 3 Generative Design Grammars -- 4 Generative Design Agents -- Part III: An Adaptive Virtual Gallery -- 5 A Generative Design Grammar for a Virtual Gallery -- 6 An Adaptive Virtual Gallery -- Part IV: The Future of Adaptive Virtual Worlds -- 7 The Future and Impact of Adaptive Places -- List of Figures -- Index
Summary: 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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E-Book E-Book De Gruyter Available

Frontmatter -- Contents -- Part I: Introduction -- 1 Introduction -- 2 Virtual Worlds -- Part II: Rule-based Place Design in 3D Virtual Worlds -- 3 Generative Design Grammars -- 4 Generative Design Agents -- Part III: An Adaptive Virtual Gallery -- 5 A Generative Design Grammar for a Virtual Gallery -- 6 An Adaptive Virtual Gallery -- Part IV: The Future of Adaptive Virtual Worlds -- 7 The Future and Impact of Adaptive Places -- List of Figures -- Index

Open Access unrestricted online access star

https://purl.org/coar/access_right/c_abf2

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.

Mode of access: Internet via World Wide Web.

This eBook is made available Open Access. Unless otherwise specified individually in the content, the work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives (CC BY-NC-ND) license:

https://creativecommons.org/licenses/by-nc-nd/3.0

https://www.degruyter.com/dg/page/open-access-policy

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 02. Feb 2021)

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