Designing Virtual Worlds

Author: Richard A. Bartle

Publisher: New Riders

ISBN: 9780131018167

Category: Computers

Page: 741

View: 8373

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)
Posted in Computers

Designing Adaptive Virtual Worlds

Author: Ning Gu,Mary Lou Maher

Publisher: De Gruyter Open

ISBN: 3110367661

Category: Architecture

Page: 144

View: 5781

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.
Posted in Architecture

Virtual World Design

Author: Ann Latham Cudworth

Publisher: CRC Press

ISBN: 1466579617

Category: Computers

Page: 405

View: 5286

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.
Posted in Computers

Design for Learning in Virtual Worlds

Author: Brian C. Nelson,Benjamin E. Erlandson

Publisher: Routledge

ISBN: 1136863036

Category: Education

Page: 240

View: 1834

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.
Posted in Education

Making Virtual Worlds

Linden Lab and Second Life

Author: Thomas M. Malaby

Publisher: Cornell University Press

ISBN: 0801457750

Category: Computers

Page: 176

View: 2745

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.
Posted in Computers

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments

Author: Yang, Harrison Hao

Publisher: IGI Global

ISBN: 1609607635

Category: Computers

Page: 840

View: 3143

Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments not only presents experienced professionals with the most recent and advanced developments in the field, but it also provides clear and comprehensive information for novice readers. The handbook introduces theoretical aspects of virtual worlds, disseminates cutting-edge research, and presents first-hand practices in virtual world development and use. The balance of research, theory, and applications includes exploration of design innovations, new virtual reality technologies, virtual communities, pedagogical design, and the future of virtual worlds and environments.
Posted in Computers

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: 2247

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.
Posted in Education

Virtual World Design and Creation for Teens

Author: Charles Ryan Hardnett

Publisher: Cengage Learning

ISBN: 1435454634

Category: Computers

Page: 269

View: 1554

"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
Posted in Computers

Der Handel mit virtuellen Gegenständen in Social Networks

Wirtschaftliche Bedeutung und Rechtssicherheit

Author: Michael Vitt

Publisher: GRIN Verlag

ISBN: 3656039666

Category: Law

Page: 34

View: 7053

Studienarbeit aus dem Jahr 2011 im Fachbereich Jura - Zivilrecht / Handelsrecht, Gesellschaftsrecht, Kartellrecht, Wirtschaftsrecht, Note: 1,7, Universität Siegen, Sprache: Deutsch, Abstract: In letzter Zeit sind vermehrt Dissertationen, Aufsätze und Beiträge in Fachmagazinen, insbesondere zu Rechtsfragen in Zusammenhang mit virtuellen Welten, wie beispielsweise der juristischen Beurteilung des Handels mit virtuellen Gegenständen, veröffentlicht worden. Die steigende wirtschaftliche Bedeutung rückt ebenfalls zunehmend in den Fokus der Öffentlichkeit, auch wenn virtuelle Gegenstände und deren Handel noch eine untergeordnete Rolle bei Ökonomen spielen. Allerdings haben die Arbeiten gemeinsam, dass sie auf dem Vorhandensein von virtuellen Gegenständen basieren, die konkret vorhandenen Gegenstände aber entweder gar nicht oder lediglich ansatzweise benannt werden. Gegenstand dieser Arbeit soll daher die Untersuchung sein, welche konkreten virtuellen Gegenstände existieren und wie deren wirtschaftliche Bedeutung ist.
Posted in Law

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: 5203

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.
Posted in Business & Economics

Virtual worlds and multimedia

Author: Nadia Magnenat-Thalmann,Daniel Thalmann

Publisher: John Wiley & Sons

ISBN: N.A

Category: Computers

Page: 216

View: 6910

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.
Posted in Computers

Mach, was Du willst

Design Thinking fürs Leben

Author: Bill Burnett,Dave Evans

Publisher: Ullstein eBooks

ISBN: 3843713634

Category: Self-Help

Page: 288

View: 7833

Design Thinking hilft, kreative Lösungen für komplexe Probleme zu finden. Die Autoren übertragen dieses Prinzip auf das Leben und die Berufswahl. Denke wie ein Designer: Stelle Fragen, suche Verbündete, mache Fehler, baue Prototypen, denke interdisziplinär – und werde zum Designer deines eigenen Lebens! Diese Ideen präsentieren die beiden Professoren seit sieben Jahren an der Stanford University,was zu chronisch überbuchten Kursen führt.
Posted in Self-Help

Virtual Worlds

Second International Conference, VW 2000 Paris, France, July 5-7, 2000 Proceedings

Author: Jean-Claude Heudin

Publisher: Springer

ISBN: N.A

Category: Human-computer interaction

Page: 314

View: 2819

This book constitutes the refereed proceedings of the Second International Conference on Virtual Worlds, VW 2000, held in Paris, France, in July 2000. The 26 revised full papers presented together with two invited contributions were carefully reviewed and selected from numerous submissions. The book is divided into topical sections on virtual worlds communities and applications, virtual worlds technologies and tools, virtual humans and avatars, art and virtual worlds, artificial life and complex systems, and virtual reality and interfaces.
Posted in Human-computer interaction

Virtually Sacred

Myth and Meaning in World of Warcraft and Second Life

Author: Robert M. Geraci

Publisher: Oxford University Press

ISBN: 0199379971

Category: Computers

Page: 352

View: 7292

Millions of users have taken up residence in virtual worlds, and in those worlds they find opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual worlds and video games have become a locus for the satisfaction of religious needs, providing many users with devoted communities, opportunities for ethical reflection, a meaningful experience of history and human activity, and a sense of transcendence. Using interviews, surveys, and his own first-hand experience within the virtual worlds, Geraci shows how World of Warcraft and Second Life provide participants with the opportunity to rethink what it means to be religious in the contemporary world. Not all participants use virtual worlds for religious purposes, but many online residents use them to rearrange or replace religious practice as designers and users collaborate in the production of a new spiritual marketplace. Using World of Warcraft and Second Life as case studies, this book shows that many residents now use virtual worlds to re-imagine their traditions and work to restore them to "authentic" sanctity, or else replace religious institutions with virtual communities that provide meaning and purpose to human life. For some online residents, virtual worlds are even keys to a post-human future where technology can help us transcend mortal life. Geraci argues that World of Warcraft and Second Life are "virtually sacred" because they do religious work. They often do such work without regard for-and frequently in conflict with-traditional religious institutions and practices; ultimately they participate in our sacred landscape as outsiders, competitors, and collaborators.
Posted in Computers

Die Kunst des Game Designs

Bessere Games konzipieren und entwickeln

Author: Jesse Schell

Publisher: MITP-Verlags GmbH & Co. KG

ISBN: 3958452841

Category: Computers

Page: 680

View: 506

Grundlagen der Entwicklung und Konzeption klassischer Spiele von einem der weltweit führenden Game Designer Mehr als 100 Regeln und zentrale Fragen zur Inspiration für den kreativen Prozess Zahlreiche wertvolle Denkanstöße für die Konzeption eines erfolgreichen Spiels Jeder kann die Grundlagen des Game Designs meistern – dazu bedarf es keines technischen Fachwissens. Dabei zeigt sich, dass die gleichen psychologischen Grundprinzipien, die für Brett-, Karten- und Sportspiele funktionieren, ebenso der Schlüssel für die Entwicklung qualitativ hochwertiger Videospiele sind. Mit diesem Buch lernen Sie, wie Sie im Prozess der Spielekonzeption und -entwicklung vorgehen, um bessere Games zu kreieren. Jesse Schell zeigt, wie Sie Ihr Game durch eine strukturierte methodische Vorgehensweise Schritt für Schritt deutlich verbessern. Mehr als 100 gezielte Fragestellungen eröffnen Ihnen dabei neue Perspektiven auf Ihr Game, so dass Sie die Features finden, die es erfolgreich machen. Hierzu gehören z.B. Fragen wie: Welche Herausforderungen stellt mein Spiel an die Spieler? Fördert es den Wettbewerb unter den Spielern? Werden sie dazu motiviert, gewinnen zu wollen? So werden über hundert entscheidende Charakteristika für ein gut konzipiertes Spiel untersucht. Mit diesem Buch wissen Sie, worauf es bei einem guten Game ankommt und was Sie alles bedenken sollten, damit Ihr Game die Erwartungen Ihrer Spieler erfüllt und gerne gespielt wird. Zugleich liefert es Ihnen jede Menge Inspiration – halten Sie beim Lesen Zettel und Stift bereit, um Ihre neuen Ideen sofort festhalten zu können
Posted in Computers

Fantasy and Belief

Alternative Religions, Popular Narratives, and Digital Cultures

Author: Danielle Kirby

Publisher: Routledge

ISBN: 1317543629

Category: Religion

Page: 224

View: 6344

Religion and spirituality are being transformed in our late modern and secularising times. New forms of belief proliferate, often notable for not being limited to traditional systems of reference or expression. Increasingly, these new religions present worldviews which draw directly upon popular culture - or occulture - in fiction, film, art and the internet. Fantasy and Belief explores the context and implications of these types of beliefs through the example of the Otherkin community. The Otherkin are a loosely-affiliated group who believe themselves to be in some way more than just human, their non-humanity often rooted in the characters and narratives of popular fantasy and science fiction. Challenging much current sociological thinking about spirituality and consumption, Fantasy and Belief reveals how popular occulture operates to recycle, develop, and disseminate metaphysical ideas, and how the popular and the sacred are combining in new ways in today's world.
Posted in Religion

Understanding Learning in Virtual Worlds

Author: Mark Childs,Anna Peachey

Publisher: Springer Science & Business Media

ISBN: 1447153707

Category: Computers

Page: 179

View: 2545

Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK. Included in this book are chapters that explore the philosophical and methodological underpinnings of understanding learning in virtual worlds, identify and analyse the factors that support learning in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching. The links between learning in a virtual world and learning in the physical world are made apparent throughout, and the authors reveal how understanding learning in one informs the other. Understanding Learning in Virtual Worlds is an important book not only to those who teach in virtual worlds, but to anyone for whom understanding learning, in all its forms, is of interest.
Posted in Computers

Connected Play

Tweens in a Virtual World

Author: Yasmin B. Kafai,Deborah A. Fields,Mizuko Ito

Publisher: MIT Press

ISBN: 0262317850

Category: Education

Page: 216

View: 499

Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids' development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to connect concerns of development and culture with those of digital media and learning. Kafai and Fields do this through a detailed study of kids' play in Whyville, a massive, informal virtual world with educational content for tween players. Combining ethnographic accounts with analysis of logfile data, they present rich portraits and overviews of how kids learn to play in a digital domain, developing certain technological competencies; how kids learn to play well -- responsibly, respectfully, and safely; and how kids learn to play creatively, creating content that becomes a part of the virtual world itself.
Posted in Education

Nonverbal Communication in Virtual Worlds

Understanding and Designing Expressive Characters

Author: Joshua Tanenbaum,Magy Seif El-Nasr,Michael Nixon

Publisher: Lulu.com

ISBN: 9781304812049

Category: Education

Page: 382

View: 9718

In this book, we begin the work of articulating the challenges and possibilities for non-verbal communication in virtual worlds. Drawing on a wide range of disciplines and perspectives, we consider the past, present, and future of human communication online.
Posted in Education