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Virtual World Design
发布日期:2015-12-17  浏览

Virtual World Design

[Book Description]

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.

[Table of Contents]
Preface                                            xvii
Acknowledgments                                    xxi
About the Author                                   xxiii
About the Contributors                             xxv
Chapter 1 Introduction to Virtual Worlds and       1    (14)
Designing for Them
  1.1 Welcome to the Infinite Visualization        1    (1)
  Tool, a Virtual World
  1.2 A Short History of Virtual Worlds            1    (5)
    1.2.1 Visual Theory and Creation of the        1    (2)
    First Illusions
    1.2.2 Trompe l'oeil, Photorealism, and the     3    (1)
    Projected Image
    1.2.3 The Birth of Cinema, Electronic          4    (1)
    Screens, and the Start of Immersive 3D
    Design
    1.2.4 Computer-Created 3D Space and Early      4    (1)
    Virtual Worlds
    1.2.5 Gaming and Virtual Worlds                5    (1)
  1.3 How Do They Work?                            6    (3)
    1.3.1 So Many Worlds, So Little Time           9    (1)
  1.4 Who Uses Virtual Worlds and How They Use     9    (1)
  Them
    1.4.1 Architects/Landscaping Designers         9    (1)
    1.4.2 Artists/Painters, Sculptors, Dancers,    9    (1)
    Actors
    1.4.3 Engineers/Medical Professionals          9    (1)
    1.4.4 Designers, Set Designers, Interior       10   (1)
    Designers
    1.4.5 Scientists and Mathematicians            10   (1)
    1.4.6 Teachers in Primary, Secondary, and      10   (1)
    Graduate Schools
    1.4.7 Trainers and Therapists                  10   (1)
  1.5 Virtual Environments from a Designer's       10   (1)
  Point of View
    1.5.1 Defining the Job of a Virtual            11   (1)
    Environment Designer
    1.5.2 Being a Designer "In the Know"           11   (1)
  1.6 Designing in a Preexisting Virtual World     11   (2)
  or Making One Yourself
    1.6.1 Prebuilt Grids/Hosted Grids              11   (2)
    1.6.2 Do It Yourself                           13   (1)
  1.7 Conclusion                                   13   (1)
  References                                       13   (2)
Chapter 2 How to Use This Book and Start Doing     15   (6)
Virtual World Design
  2.1 Introduction                                 15   (1)
  2.2 How to Use This Book                         15   (1)
    2.2.1 If You Are Totally New to Virtual        15   (1)
    Worlds
    2.2.2 Been There, Done That: Old Hand at       15   (1)
    Virtual Worlds
  2.3 How To Get and Upload the Content for        16   (2)
  This Book into Your Virtual World
    2.3.1 Where to Get the Content and             16   (1)
    Information About It Online
    2.3.2 Best Practices for Naming Conventions    16   (1)
    When Uploading Content into Your Virtual
    World
      2.3.2.1 Tab 1有evel of Detail (LOD)          16   (1)
      Guidelines to Follow on Upload from Source
      2.3.2.2 Tab 2猶hysics Guidelines to Follow   17   (1)
      2.3.2.3 Tab 3誘pload Options to Use          17   (1)
    2.3.3 Known Problems with Uploads in Second    17   (4)
    Life and OpenSim
      2.3.3.1 Licensing Information                17   (1)
      2.3.3.2 HOW. fo Use the LSL Scripts          18   (1)
      Provided
  2.4 Operating System and System Configuration    18   (1)
  for Your Computer
  2.5 Who This Book Was Written For                18   (1)
  2.6 How to Pick Your Viewer for a Virtual        19   (2)
  World
Chapter 3 "Build It Once": Optimizing Your         21   (18)
Design Workflow
  3.1 Overview: Reducing Repetitive Building       21   (1)
  and Increasing Creative Design Time
  3.2 Five Basic Steps to Set Your Standards       21   (4)
  and Practices
    3.2.1 Organize Your File Structure             21   (1)
    3.2.2 Clarify Your Terminology, Going Even     22   (2)
    Deeper
    3.2.3 Standardize Your Resolutions             24   (1)
    3.2.4 Streamline Your Upload Methodology       24   (1)
    and Test Everything
    3.2.5 Create a Detailed Plan                   24   (1)
  3.3 Lines and Arrows and Charts, Oh My!          25   (10)
    3.3.1 "Build It Once" Content Flow System      25   (2)
    3.3.2 "Build It Once" Chart of Studio          27   (3)
    Skills and Responsibilities
    3.3.3 "Build It Once" Project Development      30   (1)
    Workflow
    3.3.4 Organizational Structure for a Large     30   (4)
    Design Office
    3.3.5 Organizational Structure for a Small     34   (1)
    Design Office
  3.4 Conclusions about "Build It Once"            35   (1)
  3.5 Project: Getting Your Design Studio          35   (2)
  Organized with a "Critical Path" Technique
  References                                       37   (2)
Chapter 4 Concepts in 3D Design for Virtual        39   (34)
Environments
  4.1 Introduction to 31:5 Design                  39   (1)
    4.1.1 A Universal Language that You            39   (1)
    Experience Constantly
  4.2 Design Elements in Virtual Environments      39   (5)
    4.2.1 Line                                     39   (2)
    4.2.2 Space                                    41   (1)
    4.2.3 Shape                                    41   (2)
    4.2.4 Form                                     43   (1)
    4.2.5 Color                                    43   (1)
    4.2.6 Texture                                  43   (1)
  4.3 Compositional Methodology for the Six        44   (6)
  Basic Elements in Virtual Environments
    4.3.1 Defining the Level of Dimensionality     44   (1)
    4.3.2 Establishing Unity                       44   (1)
    4.3.3 Point, Line, and Plane                   44   (2)
    4.3.4 Balance                                  46   (1)
    4.3.5 Hierarchy                                47   (1)
    4.3.6 Scale                                    47   (1)
    4.3.7 Dominance                                48   (2)
    4.3.8 Movement                                 50   (1)
  4.4 Using Similarity and Contrast in 3D Design   50   (11)
    4.4.1 Managing Similarity and Contrast         52   (1)
    4.4.2 Spatial Contrasts                        52   (1)
    4.4.3 Positional Contrasts                     52   (1)
    4.4.4 Form Contrasts                           52   (2)
    4.4.5 Directional Contrasts                    54   (1)
    4.4.6 Structural Contrasts                     54   (1)
    4.4.7 Size Contrasts                           54   (2)
    4.4.8 Color Contrasts                          56   (1)
    4.4.9 Texture Contrasts                        56   (2)
    4.4.10 Density/Opacity Contrasts               58   (1)
    4.4.11 Gravitational Contrasts                 58   (1)
    4.4.12 Social Contrast                         58   (1)
    4.4.13 Gaming Contrasts                        59   (1)
    4.4.14 Interactivity Contrast                  60   (1)
  4.5 Designing "Flow" into Virtual Environments   61   (2)
    4.5.1 First Questions a Designer Should Ask    61   (2)
    before Designing Anything
  4.6 Education, Serious Games, Virtual            63   (1)
  Environments
  4.7 Project: Assembling a Modular Virtual        63   (7)
  Classroom
    4.7.1 Creating a Plan                          63   (1)
    4.7.2 Setting the Foundation and Learning      64   (1)
    about the Parts
    4.7.3 Assembling the First Floor               65   (1)
    4.7.4 Adding the Door and Window Details to    66   (1)
    the First Floor
    4.7.5 Creating the Second Floor                66   (1)
    4.7.6 Removing the Alignment Cubes and         66   (1)
    Creating a "Handle"
    4.7.7 Adding in the Ramps                      66   (4)
  4.8 Conclusions and Take-Away Ideas              70   (1)
  References                                       70   (3)
Chapter 5 Virtual Terrain and Designing            73   (26)
Landscapes
  5.1 Terrain Is More than Just Dirt               73   (2)
    5.1.1 Fundamental Aspects of a Virtual         73   (2)
    Terrain
    5.1.2 Research and Finding Inspiration for     75   (1)
    Making Compelling Terrain Designs
  5.2 Methodologies for Terraforming Using         75   (6)
  Inworld Tools
    5.2.1 Important Settings and Land Tools in     75   (4)
    the Firestorm Viewer
    5.2.2 Testing the Functionality of the         79   (2)
    Built-in Land Tools
  5.3 Methodologies for Terraforming Using         81   (2)
  Height Maps
    5.3.1 Region Controls for Terrain Loading      81   (1)
    and Textures
    5.3.2 Examining a Benchmark Terrain for        81   (2)
    Your Region
  5.4 Making Wheely Island, a                      83   (5)
  Wheelchair-Accessible Virtual Park
    5.4.1 Roughing in the Terrain Shapes of        83   (3)
    Wheely Island Using the Second Life Terrain
    Format
      5.4.1.1 Making the Coastline                 85   (1)
      5.4.1.2 Filling in the Landforms             85   (1)
      5.4.1.3 Smoothing the Terrain                85   (1)
      5.4.1.4 First Upload of Your Terrain         86   (1)
    5.4.2 Refining the Terrain                     86   (2)
  5.5 Adding Terrain Textures to Your Landscape    88   (3)
    5.5.1 Considerations for Making Good           91   (1)
    Terrain Textures
  5.6 Other Applications for Creating Landscapes   91   (1)
  5.7 Designing Access for All                     92   (2)
    5.7.1 Laying Out the Walkways for Wheely       92   (2)
    Island
    5.7.2 Safety Barriers on Wheely Island         94   (1)
  5.8 Making an "All-Access" Element: The Basic    94   (1)
  Sign
    5.8.1 Consider the Viewer                      95   (1)
  5.9 Planting Trees and Other Landscaping on      95   (1)
  Wheely Island
  5.10 Making Your Own Trees for Landscaping       95   (2)
  5.11 Conclusions and Recap                       97   (1)
  References                                       97   (2)
Chapter 6 3D Modeling, 2D Graphics, and Data       99   (28)
Visualization
  6.1 Spatial Perception and How That Applies      99   (1)
  to Three-Dimensional Modeling and Virtual
  Environments
  6.2 Picking a 3D Modeling Program and a          100  (3)
  Methodology for Building
    6.2.1 Three Possible Scenarios for 3D          102  (1)
    Modeling Methods
      6.2.1.1 Scenario 1: The "Basic               102  (1)
      Geometry/Basic Textures" Approach
      6.2.1.2 Scenario 2: The "50/50" Approach     102  (1)
      6.2.1.3 Scenario 3: The "90/10" Approach     103  (1)
  6.3 Building with the Inworld Prims              103  (5)
  (Primitive Objects)
    6.3.1 The Box                                  104  (1)
    6.3.2 The Cylinder                             104  (1)
    6.3.3 The Prism                                104  (2)
    6.3.4 The Sphere                               106  (1)
    6.3.5 The Torus                                106  (1)
    6.3.6 The Tube                                 106  (2)
    6.3.7 The Ring                                 108  (1)
  6.4 Meshes and How These Can Be Imported         108  (1)
    6.4.1 The Basics of Importing a Mesh Model     109  (1)
  6.5 Sculpt Maps (Sculpties) and How They Led     109  (3)
  to Mesh
  6.6 Concepts in Texture Creation, 2D Graphics    112  (1)
    6.6.1 Qualities of Great Textures              112  (1)
  6.7 Utilizing the Texture Menu in the Build      113  (6)
  Editor ,
  6.8 Specialized Textures: Animated,              119  (1)
  Transparency, and Baked Lighting with Ambient
  Occlusion
    6.8.1 Textures with Animation                  119  (1)
    6.8.2 Textures with Transparency: Two          119  (1)
    Methods for Creating Them
    6.8.3 Textures with Baked Lighting and         120  (1)
    Ambient Occlusion
  6.9 Project: Designing a Data Visualization      120  (4)
  Environment: Your 3D Timeline or R6sume
    6.9.1 Make the Timeline Base                   122  (1)
    6.9.2 Adding Details                           123  (1)
    6.9.3 Landmarks and Focal Points               123  (1)
  6.10 Art and Data Visualization in a Virtual     124  (2)
  World
  6.11 Conclusion                                  126  (1)
  References                                       126  (1)
Chapter 7 Color, Particles, and Sensory Spaces     127  (28)
  7.1 The Impact of Color and the Power of         127  (1)
  Particles
  7.2 Understanding the Basics of Light and        127  (3)
  Color
    7.2.1 Defining the Rainbow and Creating the    127  (1)
    Color Scale over History
    7.2.2 Basic Color Terms You Should Know        128  (2)
    7.2.3 Using the Color Menu in the Texture      130  (1)
    Editor for Color Settings on Particle
    Systems
  7.3 Color from a Designer's Perspective          130  (7)
    7.3.1 Who Are You Designing For? Five          132  (5)
    Factors That Affect Color Preferences
      7.3.1.1 Cultural and Geographic Influences   132  (1)
      7.3.1.2 Gender and Self-Identity-Based       132  (3)
      Influences
      7.3.1.3 Educational and Socioeconomic        135  (1)
      Influences
      7.3.1.4 Chronological and Generational       135  (1)
      Influences
      7.3.1.5 Psychological and Experiential       135  (2)
      Influences
  7.4 Color, Colored Light, and Perception         137  (5)
    7.4.1 Color, Perceived Scale, Perspective,     137  (2)
    and Progression in an Environment
    7.4.2 Color and How It Affects Your            139  (1)
    Perception, Judgment, and Senses
    7.4.3 Color, Environmental Energy, and         140  (2)
    Planning for an Overall Palette
  7.5 Color and Design for All: Working toward     142  (1)
  an Accessible Palette
  7.6 Particles and Their Uses in Design           142  (4)
    7.6.1 What Are Particle Systems?               142  (1)
    7.6.2 Particle System Basics in Second Life    143  (1)
    and OpenSim
    7.6.3 List of Modifiers in a Particle Script   143  (2)
    7.6.4 Basic Rules for Using Particles and      145  (1)
    Instantiation
    7.6.5 Textures for Particles                   146  (1)
    7.6.6 Designing with Particles                 146  (1)
  7.7 Project: Designing a Colored Light and       146  (8)
  Particle Effect
    7.7.1 Setting Up the Sensory Space Inworld     147  (2)
    Using WindLight to "Set the Scene"
    7.7.2 Creating Particle Emitters, Lights,      149  (5)
    and Making Them Move
  7.8 Conclusions about Color                      154  (1)
  References                                       154  (1)
Chapter 8 Lighting in Virtual Environments:        155  (16)
Second Life and OpenSim
  8.1 Lighting Is Crucial                          155  (1)
  8.2 Three Main Jobs That Lighting Has to Do      155  (2)
    8.2.1 Illuminating the Meaning (or Purpose)    155  (1)
    of Your Virtual Environment
    8.2.2 Support the Mood or Emotion of the       156  (1)
    Environment
    8.2.3 Augment the Visual Style of the          156  (1)
    Project
  8.3 Spectrums, Color, and Light                  157  (1)
  8.4 Space to Color to Light: Forming a           157  (2)
  Lighting Methodology
  8.5 The Three Basic Elements Involved in         159  (2)
  Lighting a Scene: Lights, Shaders, and Baking
    8.5.1 Light Sources and Their                  159  (2)
    Characteristics
    8.5.2 Shaders and Textures and How They        161  (3)
    Make Materials
      8.5.2.1 Defining Shaders, Textures, and      161  (1)
      Materials in Second Life and OpenSim
  8.6 Environmental Menus and Shaders in Second    161  (3)
  Life and OpenSim
  8.7 The Importance of Shadows                    164  (1)
    8.7.1 Ambient Occlusion                        164  (1)
  8.8 Help Your Design Look Great in All Sorts     164  (1)
  of Lighting
    8.8.1 Making Sure Your Lighting Is Seen        165  (1)
    8.8.2 Per Vertex Lighting versus Per Pixel     165  (1)
    Lighting
  8.9 Project: Lighting Three Basic Scenes         165  (5)
    8.9.1 Lighting for a Portrait of an Avatar     165  (2)
    in a Daytime Outdoor Environment
    8.9.2 Lighting for a Night Scene in a          167  (1)
    Large-Size Indoor Environment
    8.9.3 Lighting for a Product Shot              167  (3)
  References                                       170  (1)
Chapter 9 Cameras and Collaborative Spaces (the    171  (20)
Ideagora)
  9.1 Overview of Cameras, Narrative, and          171  (3)
  Social Spaces for Meetings
    9.1.1 Presence                                 172  (1)
    9.1.2 Affordance                               172  (1)
    9.1.3 Participation                            173  (1)
  9.2 Presenting and Collaborating on Ideas in     174  (2)
  a Virtual World
    9.2.1 Serious Games in the Workplace           176  (1)
    9.2.2 Making a "Storytelling" Place            176  (1)
  9.3 Description and Functional Aspects of        176  (3)
  Virtual Cameras in a Presentation
    9.3.1 What Is a Virtual Camera?                176  (1)
    9.3.2 First- and Third-Person Points of        177  (2)
    View in a Virtual Camera
    9.3.3 Types of Camera Control for              179  (1)
    Presentation Purposes
  9.4 Designing for a Presentation                 179  (3)
    9.4.1 General Qualities of a Good              179  (2)
    Presentation Space
    9.4.2 Fostering the Ideagota Spirit by         181  (1)
    Personalizing the Space for Your Group
  9.5 Designing for the Future and Mobility        182  (1)
    9.5.1 Internet Trends toward Mobile            182  (1)
    Platforms and How They Affect Design
    9.5.2 New User Interfaces: Touch, Voice,       183  (1)
    and Gesture
  9.6 Project: Building an Ideagora for Your       183  (5)
  Team
    9.6.1 Setting Up the Terrain and Loading in    183  (2)
    the Elements for the Ideagora
      9.6.1.1 Setting Up the Terrain               183  (1)
      9.6.1.2 Loading in the Ideagora              183  (2)
      9.6.1.3 Personalizing Your Ideagora          185  (1)
      9.6.1.4 Landscaping around the Ideagora      185  (1)
    9.6.2 Set Up Shared Media                      185  (1)
      9.6.2.1 The Screens                          185  (1)
      9.6.2.2 Editing the Model for                186  (1)
      Presentation of Media
    9.6.3 Check the Usability of the Ideagora      186  (2)
    9.6.4 Emergent Usage of the Ideagora           188  (1)
  9.7 A Brief Conclusion                           188  (1)
  References                                       189  (2)
Chapter 10 Virtual Goods and Design for Virtual    191  (28)
Shopping Environments
  10.1 Why Do People Buy Virtual Goods?            191  (1)
    10.1.1 Customization                           191  (1)
    10.1.2 Communication                           191  (1)
    10.1.3 Competition                             191  (1)
  10.2 Consistent Brand Identity from Your Logo    192  (3)
  to the Architecture of Your Shop
    10.2.1 Architectural Style                     193  (1)
    10.2.2 Signage/Display                         193  (2)
    10.2.3 Color/Lighting                          195  (1)
  10.3 The Physical Aspects of an Effective        195  (4)
  Inworld Virtual Store
    10.3.1 Store Size and Scale                    197  (1)
    10.3.2 Traffic Patterns and Types of Display   197  (1)
    10.3.3 Shopping and Social Space               198  (1)
    10.3.4 Visual and Aural Ambiance               198  (1)
    10.3.5 Search Listing and Description          198  (1)
  10.4 Setting Up Your Shop in the Online          199  (1)
  Marketplace
    10.4.1 Logo, Tagline, and Branding Elements    199  (1)
    on the Second Life Marketplace
    10.4.2 Display Images of Content for Sale      199  (1)
    on the Second Life Marketplace
    10.4.3 Descriptive Terms and Keywords on       199  (1)
    the Second Life Marketplace
    10.4.4 Statements of Store Policies and        200  (1)
    Mission on the Second Life Marketplace
  10.5 Using Social Media and Games to             200  (2)
  Popularize Your Content
  10.6 Performance Spaces Added to Retail          202  (1)
  10.7 Project: Designing and Building a           202  (14)
  "Pop-up" Shop
    10.7.1 Laying the Groundwork                   203  (3)
      10.7.1.1 Preparing the Land for Your Shop    203  (1)
      10.7.1.2 Setting in the Foundation and       203  (3)
      About Land Permissions
      10.7.1.3 Setting Up Music for the Shop       206  (1)
      10.7.1.4 Setting Up Access and How to Ban    206  (1)
      Unwanted Avatars
    10.7.2 Building the Shop Structures from       206  (5)
    Prefab Parts
      10.7.2.1 Setting Up the Shop Floor and       209  (1)
      Walls
      10.7.2.2 Putting on the Roof and Giant       210  (1)
      Lamps
    10.7.3 Building Content, Setting Prices,       211  (3)
    Descriptions, and Listings
      10.7.3.1 Making a Table Lamp Prototype       211  (1)
      10.7.3.2 Developing the Product Line         211  (3)
    10.7.4 Setting Up the Shop Display             214  (1)
      10.7.4.1 Display Layout and Design for       214  (1)
      Selling
    10.7.5 Adding the Signage, a Simple Shop       214  (2)
    Greeter, and a Note Card Giver
      10.7.5.1 Branding Your Shop Signage with     214  (1)
      the Logo
      10.7.5.2 Making a Note Card for Your Shop    214  (2)
      10.7.5.3 Set Up an Automatic Greeter and     216  (1)
      Note Card Giver for Your Shop
    10.7.6 Get the Word Out and Open for           216  (1)
    Business
  10.8 Conclusions about Virtual Commerce and      216  (1)
  Shopping Spaces
  References                                       217  (2)
Chapter 11 Sound Design for Virtual Spaces         219  (18)
  11.1 Discovering Sound in Your Environment       219  (3)
    11.1.1 Game Sound and How It Is Adaptive       220  (1)
    Audio
    11.1.2 Considering Movie Scores and Virtual    220  (2)
    Soundscapes
  11.2 Just a Bit of Sound Theory to Deepen        222  (1)
  Your Understanding
    11.2.1 Alchemy Sims Storytelling Soundscape    222  (1)
  11.3 Basic Qualities of Sound in a Virtual       222  (2)
  World
    11.3.1 A Bit about Binaural Sound              224  (1)
  11.4 Building Basics for a Sound Environment     224  (1)
    11.4.1 Types of Sound Supported in Virtual     224  (1)
    Environments
    11.4.2 Requirements for Sound Files When       225  (1)
    Importing Them to Virtual Environments
  11.5 How to Control Sound in a Virtual World     225  (1)
  11.6 Where to Obtain Sound for Your 3D Spaces    226  (1)
  11.7 How to Edit the Sound for Your Virtual      226  (2)
  Environment
    11.7.1 Step by Step toward a Soundscape        226  (2)
  11.8 Project: Making an Audio-Based Gaming       228  (7)
  Environment
    11.8.1 Preliminary Game Space Layout           228  (1)
    11.8.2 The Sound Emitter Setup                 228  (3)
    11.8.3 Making the Sound Emitters Specific      231  (1)
    to Sound and Trigger
    11.8.4 Laying Out the Audio Landscape of       232  (1)
    the Game
    11.8.5 Making the Signage and Entrance         233  (1)
    11.8.6 How to Set Up for Play Testing Your     234  (1)
    Audio Game
    11.8.7 Play Testing and Some Things You Can    235  (1)
    Expect
  11.9 Final Thoughts about Sound Design           235  (1)
  References                                       236  (1)
Chapter 12 Avatars and Nonplayer Characters        237  (20)
  12.1 Avatars and Our Sense of Self               237  (2)
  12.2 The Importance of Avatars                   239  (1)
  12.3 Designing the Look of Your Character        239  (2)
    12.3.1 Where to Shop for Your Avatar           240  (1)
    12.3.2 Making Your Own Clothing and            240  (1)
    Accessories
  12.4 Animating Your Avatar                       241  (1)
    12.4.1 How Do You Obtain Animations?           241  (1)
  12.5 What Are Nonplayer Characters?              241  (1)
  12.6 Types of NPCs and How They Can Be Used      242  (2)
  in Virtual Environments
    12.6.1 Setting the "Stage": Proper Behavior    242  (1)
    in Your NPCs
    12.6.2 City of Uruk: A Sumerian Town Comes     242  (1)
    to Life
    12.6.3 Roles Those NPCs Can Play               242  (2)
  12.7 Designing the Environment for the           244  (1)
  Inclusion of NPCs
    12.7.1 Key Components to Consider When You     244  (1)
    Design for NPCs
  12.8 Setting Up and Designing the Look of        245  (1)
  Your NPCs in Second Life
  12.9 Setting Up and Designing the Look of        245  (1)
  Your NPCs on an OpenSim Region
  12.10 NPCs and Their Future Development          245  (1)
  12.11 Project: Setting Up a Basic Avatar in a    246  (10)
  Virtual Environment
    12.11.1 Creating a New User and Making the     246  (1)
    User Manifest
    12.11.2 Looking Over the Clothing Options      246  (3)
    and Layers
    12.11.3 Editing Eyes, Hair, and Skin           249  (1)
    12.11.4 Adjusting the Parameters of Your       249  (4)
    Avatar, Shape, Size, and Other Details
    12.11.5 Adjusting the Face, Adding a Tattoo    253  (1)
    or a Skin Texture
    12.11.6 Utilizing Texture Maps to Make         253  (1)
    Custom Avatar Clothes, Preparing Attachments
    12.11.7 Adding Attachments for Hair            253  (1)
    12.11.8 Advanced Avatar Development            253  (3)
  12.12 Final Observations                         256  (1)
  References                                       256  (1)
Chapter 13 Prototyping the Real World in a         257  (20)
Virtual Environment
  13.1 Prototyping and Workflow: Where and How     257  (1)
  Do Virtual Worlds Fit In?
  13.2 Introduction to Worldwide Group             258  (2)
  Collaboration and Why You Should Use It
  13.3 Math, Molecules, and Military Engineering   260  (3)
  13.4 Entertainment Environments: Prototyping     263  (2)
  the Performance Space
  13.5 Prototyping Games in a Virtual World        265  (1)
  13.6 Project: Prototyping a Virtual Space and    266  (10)
  Making a 3D Print from It
    13.6.1 Making a Maze Pattern                   266  (1)
    13.6.2 Setting Up and Building the Maze        266  (2)
    Base in SketchUp
    13.6.3 Setting Up Drawing Guides for the       268  (1)
    Walls of the Maze
    13.6.4 Drawing the Walls of the Maze           268  (2)
    13.6.5 Making a Hanging Tab                    270  (1)
    13.6.6 Export the Model and Import It to a     270  (3)
    Virtual Environment
    13.6.7 Looking at the Model Inworld            273  (1)
    13.6.8 Sending the Model to be 3D Printed      273  (3)
  References                                       276  (1)
Chapter 14 Scripting Basics for the Designer       277  (18)
  14.1 Introduction to Scripting in LSL            277  (1)
  14.2 Design Thinking and Scripts                 277  (2)
    14.2.1 Setting Design Goals for a Scripted     277  (1)
    Environment
    14.2.2 Building a Reactive Environment         278  (1)
  14.3 An Overview of How LSL Scripts Work         279  (1)
  14.4 About the Script Editor                     280  (3)
    14.4.1 Your First Script                       280  (2)
    14.4.2 The Script Text Editor and Its Parts    282  (1)
  14.5 Breakdown: Finding the Parts of a Basic     283  (5)
  Script
    14.5.1 A Basic Script in OpenSim               283  (1)
    14.5.2 A Basic Script in Second Life           284  (1)
    14.5.3 Creating a Script Using Autoscript      285  (2)
    14.5.4 Review of Basic Script Elements         287  (1)
    14.5.5 Some New Script Elements: Constants     287  (1)
    and Variables
  14.6 Do It Yourself or Hire a Scripter?          288  (1)
  14.7 How to Talk to a Scripter about LSL         289  (1)
  Scripts You Need
  14.8 Scripting and Various Performance           290  (1)
  Pitfalls
  14.9 Debugging and Testing and the Importance    291  (2)
  of Those Tasks
  14.10 Moving on to More Complex Scripting        293  (1)
    14.10.1 Other Scripts Mentioned in This Book   293  (1)
    14.10.2 Major Script Lists for OpenSim and     293  (1)
    Second Life
  14.11 Conclusion and Road Map for Learning       293  (1)
  More
  Reference                                        293  (2)
Chapter 15 HUDs in Virtual Environments            295  (20)
  15.1 What Are HUDs?                              295  (2)
    15.1.1 Attaching a Cube Prim to Your Screen    295  (2)
    to Test HUD Alignment
  15.2 Types of HUDs                               297  (5)
    15.2.1 Animation Overrides                     297  (1)
    15.2.2 Attachment Controls to Customize        298  (1)
    Hair, Clothes, Shoes, Animal Attachments
    15.2.3 Combat Systems, Spell Casting, and      298  (1)
    Spying
    15.2.4 Games                                   299  (1)
    15.2.5 Invitations, Announcements, and Tour    299  (1)
    Guides
    15.2.6 Magazines and Books                     300  (1)
    15.2.7 Multitool HUDs                          300  (1)
    15.2.8 Photo Shoot, Camera, and Machinima      301  (1)
    Controls
    15.2.9 Radar, Location, and Teleport HUDs      301  (1)
    15.2.10 Vehicles                               301  (1)
  15.3 Design Considerations                       302  (2)
    15.3.1 Design Questions Regarding Immersion    302  (1)
    15.3.2 Design Questions Regarding Flow         302  (2)
  15.4 Some HUD Design Ideas and How They Have     304  (2)
  an Impact on Immersion
    15.4.1 Using HUDs for the "Cockpit             304  (1)
    Experience"
    15.4.2 Using HUDs for Camera Control           304  (1)
    15.4.3 Setting the Mood with a HUD             305  (1)
    15.4.4 Using HUDs to Play a Game               305  (1)
  15.5 Some Things to Remember When You Use HUDs   306  (2)
  15.6 Tools to Make HUDs                          308  (1)
  15.7 Project: Creating a "Favorite Links" HUD    308  (5)
    15.7.1 Create and Upload Your Button           308  (1)
    Textures
    15.7.2 Making the Stack of Buttons and Back    308  (1)
    Plate
    15.7.3 Inserting the Scripts into Your         308  (2)
    Buttons
    15.7.4 Setting the Scale and Position of       310  (1)
    Your New HUD
    15.7.5 Final Tweaks and Congratulations        310  (3)
  15.8 Conclusions about HUDs                      313  (1)
  References                                       313  (2)
Chapter 16 Machinima in Virtual Worlds             315  (24)
  16.1 What Is a Machinima?                        315  (3)
    16.1.1 The Uses of Machinima                   315  (3)
  16.2 Defining Your Narrative and Presentation    318  (5)
  Style
  16.3 Visual Narrative and the Camera             323  (7)
    16.3.1 Types of Camera Distance and Their      324  (1)
    Narrative Qualities
    16.3.2 Types of Camera Angles and Their        324  (1)
    Narrative Qualities
    16.3.3 Types of Camera Moves and Their         324  (5)
    Narrative Qualities
    16.3.4 Scripts and Storyboards: Why They       329  (1)
    Are Crucial to Your Success
  16.4 Tools Needed for Machinima                  330  (2)
    16.4.1 The Basic Setup for Recording           330  (1)
    16.4.2 Basic Editing                           330  (2)
    16.4.3 Sound and Musical Score Sources for     332  (1)
Your Machinima
  16.5 Machinima Policy and Your Work              332  (1)
  16.6 Camera Tools and Phototools in Firestorm    332  (2)
    16.6.1 Phototools Breakdown by Tab             332  (7)
      16.6.1.1 WindLight Tab                       332  (2)
      16.6.1.2 Light Tab                           334  (1)
      16.6.1.3 DOF/Glow Tab                        334  (1)
      16.6.1.4 General Render and Aids Tabs        334  (1)
      16.6.1.5 Camera Control Tab                  334  (1)
  16.7 Conclusion                                  334  (4)
  References                                       338  (1)
Chapter 17 The Future, Design, and Virtual         339  (6)
Worlds
  17.1 Some Predictions for the Future and         339  (1)
  Their Impact on Your Design Outlook
    17.1.1 The End of Moore's Law                  339  (1)
    17.1.2 Increased Adoption of Haptic            339  (1)
    Technology
    17.1.3 Increased Customization of Products     339  (1)
  17.2 Emerging Technologies and New Design        340  (1)
  Methodologies
    17.2.1 Laser Scanning and 3D Model Making      340  (1)
    17.2.2 Digital Printing and Fabrication        340  (1)
    17.2.3 Augmented Reality and Immersive         340  (1)
    Environments
  17.3 How the New Technologies Are Intertwining   341  (1)
  17.4 When Do We Get the Holodeck?                341  (2)
  References                                       343  (2)
Glossary                                           345  (6)
Useful Links by Topic                              351  (2)
  Design for All                                   351  (1)
  Important Blogs and Websites for Virtual         351  (1)
  Worlds
  Important Websites for Free or Low Cost Apps     351  (1)
  Important Websites for Tutorials and             351  (1)
  Techniques
  Important Locations in the Virtual Worlds for    351  (1)
  Tutorials and Examples to View
  Resources for Client Viewers and Sound           352  (1)
  Equipment
  Resources for OpenSim Hosting                    352  (1)
  Resources for OpenSim Content                    352  (1)
  Resources for Second Life Content                352  (1)
  Resources for Development                        352  (1)
Index                                              353
 

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