Preface |
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xvii | |
Acknowledgments |
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xix | |
Introduction |
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xxi | |
Author |
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xxv | |
Contributors |
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xxvii | |
Chapter 1 Concepts in Advanced Design for Game-Based Virtual Environments |
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1 | (18) |
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1.1 Overview of Concepts in Advanced Design for Game-Based Virtual Environments |
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1 | (2) |
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1.1.1 Opening Your Understanding of Design |
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1 | (1) |
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1.1.2 Letting Go of the 2D Screen |
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2 | (1) |
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1.1.3 Qualities of a Good Designer |
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2 | (1) |
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1.2 Transrealistic Design, Constructive Imagination, and Virtual Environments |
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3 | (2) |
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1.2.1 Designing for Transrealism; Some Initial Considerations |
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3 | (1) |
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1.2.2 Constructive Imagination and Your Visitors |
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4 | (1) |
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1.2.3 Fitting Transrealism and Constructive Imagination Together by Design |
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5 | (1) |
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1.3 Designing for Games in Your Virtual Environment |
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5 | (4) |
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1.3.1 Major Design Aspects for a Game in a Virtual Environment |
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5 | (2) |
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1.3.1.1 Designing the Game Style |
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5 | (2) |
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1.3.1.2 Designing the Game Structure |
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7 | (1) |
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1.3.2 Designing for Emergent Play |
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7 | (2) |
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1.4 Designing for the Reality-Virtuality Continuum |
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9 | (2) |
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1.4.1 Designing for Reality |
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9 | (1) |
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1.4.2 Designing for Augmented Reality (Mixed Reality) |
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9 | (2) |
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1.4.3 Designing for Augmented Virtuality (Mixed Reality) |
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11 | (1) |
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1.4.4 Designing for Virtual Reality |
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11 | (1) |
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1.5 Designing for the Interconnected Virtual Environment; from a Rhizome to the Vizome |
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11 | (2) |
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1.5.1 Introducing the Concept of a Vizome |
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11 | (2) |
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1.6 Universal Design and Safety in Virtual Environments |
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13 | (3) |
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1.6.1 The Common Principles in Universal Design in Virtual Environments |
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13 | (1) |
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13 | (1) |
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13 | (1) |
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13 | (1) |
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1.6.2 Designing Safety into a Virtual Environment |
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14 | (1) |
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1.6.3 Working toward a Team Approach in Universal Design |
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14 | (2) |
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1.7 Design with Code for Virtual Environments |
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16 | (1) |
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1.8 Taking a Design Discovery Voyage |
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16 | (1) |
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1.8.1 Course Study Planning with This Book |
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16 | (1) |
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1.8.2 Self-Study with This Book |
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16 | (1) |
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1.9 Chapter Summary and Final Thoughts |
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17 | (1) |
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17 | (2) |
Chapter 2 About the Viewers and Content Created for This Book |
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19 | (16) |
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2.1 Overview of about the Viewers and Content Used for This Book |
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19 | (1) |
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2.2 Virtual World Viewers and Game Interfaces Used in This Book |
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19 | (1) |
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2.2.1 Head-Mounted Display Viewers Used in This Book |
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19 | (1) |
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2.3 How the Client Viewer Impacts Virtual World Designing |
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20 | (5) |
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2.3.1 What the Viewer Does for Image Rendering and How to Set Up for It |
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20 | (3) |
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2.3.2 What the Viewer Provides for Building and Editing |
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23 | (1) |
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2.3.3 What the Viewer Provides for Communications and Sound |
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23 | (1) |
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2.3.4 What the Simulator Server Does Compared to the Viewer |
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23 | (2) |
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2.3.5 Project Snowstorm and Viewer Development |
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25 | (1) |
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2.4 Selecting a Viewer for Second Life and OpenSim |
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25 | (1) |
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2.4.1 Viewers for Use with a Head-Mounted Display (HMD) |
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25 | (1) |
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2.4.2 Considering Input Devices for Safety and Universal Access |
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26 | (1) |
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2.5 Viewer Settings to Enhance Your Safety |
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26 | (1) |
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2.6 Viewers, Settings, and Considerations for Universal Access |
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26 | (1) |
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2.7 Some Notes about the Gear |
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26 | (4) |
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2.7.1 Building Your System for Your Design Needs |
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29 | (1) |
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2.7.2 Computer Specifications from the Equipment Used for This Book |
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29 | (1) |
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2.7.3 Some Notes about the Peripheral Gear |
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29 | (1) |
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2.8 How to Get and Upload the Content for This Book into Your Virtual World |
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30 | (1) |
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2.8.1 Where to Get the Content |
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30 | (1) |
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2.9 Settings Guidelines for Uploading This Book's Content into Your Virtual World |
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30 | (2) |
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2.9.1 Level of Detail (LOD) Setting Guidelines |
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30 | (2) |
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2.9.2 Physics Settings Guidelines |
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32 | (1) |
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2.9.3 Upload Options Settings Guidelines |
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32 | (1) |
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2.9.4 Known Problems with Uploads in Second Life and OpenSim |
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32 | (1) |
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2.10 Licensing Information |
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32 | (1) |
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2.11 How to Use the LSL Scripts Provided |
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33 | (1) |
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2.12 Chapter Summary and Thoughts |
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33 | (1) |
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33 | (2) |
Chapter 3 The Vizome, Developing Creativity, and Virtual Environmental Design |
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35 | (24) |
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3.1 Overview of the Vizome, Developing Creativity, and Virtual Environmental Design |
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35 | (1) |
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3.2 Discovering the Vizome |
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36 | (3) |
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3.2.1 Early Concepts That Lead to the Vizome |
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36 | (1) |
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3.2.2 Examining Parts of the Vizome: How Things Are Connected |
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37 | (1) |
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3.2.3 Plateaus of the Vizome; the Assemblage of Concepts and Connections |
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38 | (1) |
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3.2.4 A Case Study: Using the "And, And & And" Approach in Designing a Virtual Environment |
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38 | (1) |
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3.2.4.1 Design References and Processes for Inland: Search for the Sy |
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38 | (1) |
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3.2.4.2 Takeaways from This Case Study |
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39 | (1) |
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3.3 Pushing the Design Further by Using Observations within the Vizome |
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39 | (8) |
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3.3.1 The Vizome and Designing for Temporal Location |
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41 | (1) |
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3.3.1.1 Conceptual Elements for Temporal Location Design |
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41 | (1) |
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3.3.2 The Vizome and Designing for Social Interactivity |
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42 | (3) |
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3.3.2.1 When Social Media and Virtual Content Go Wrong: Two Cautionary Anecdotes |
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44 | (1) |
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3.3.3 Social Content with Strong and Weak Ties: Dunbar's Number |
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45 | (2) |
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3.3.4 The Arrival of Social Reality on Virtual Reality Social Sites |
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47 | (1) |
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3.4 Designing with Semiotics, Collective Intelligence, and Perspectivism |
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47 | (2) |
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3.4.1 Collective Intelligence and the Four Spaces |
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48 | (1) |
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3.4.2 Perspectivism: Finding the Point of View for Your Design |
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49 | (1) |
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3.5 Setting Up a Creation System to Develop Ideas Like a Vizome |
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49 | (4) |
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3.5.1 The Vizome and a Creative Frame of Mind |
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51 | (1) |
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3.5.2 Getting the Creative Tools Organized |
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51 | (2) |
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3.5.2.1 Physical/Touchable Tools |
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52 | (1) |
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3.5.2.2 Psychological/Cognitive Tools |
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52 | (1) |
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3.5.2.3 Digital/Computer-Based Tools |
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52 | (1) |
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3.5.3 Using Your Subconscious as a Creative Partner |
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53 | (1) |
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3.6 Spotlight on Deborah Thomas: SillyMonkey Games, Training, and Social Media |
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53 | (4) |
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3.7 Chapter Summary and Final Thoughts |
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57 | (1) |
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57 | (2) |
Chapter 4 Planning and Prototyping the Design of a Game-Based Virtual Environment |
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59 | (24) |
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4.1 Overview of Planning and Prototyping the Design of a Game-Based Virtual Environment |
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59 | (3) |
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4.1.1 What Are the Key Ideas about Designing for Gameplay in a Virtual Environment? |
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61 | (1) |
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4.2 Emergent Gameplay in Virtual Worlds |
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62 | (1) |
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4.3 Types of Games Found in Virtual Environments, and the Mechanics, Dynamics, and Aesthetics (MDA) Framework |
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62 | (5) |
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62 | (2) |
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4.3.1.1 Style of Gameplay |
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62 | (2) |
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64 | (1) |
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4.3.2 Experiential Art Game |
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64 | (1) |
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4.3.2.1 Style of Gameplay |
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64 | (1) |
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64 | (1) |
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4.3.3 Hunt Game (Idea Based or Shopping Based) |
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64 | (1) |
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4.3.3.1 Style of Gameplay |
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64 | (1) |
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65 | (1) |
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4.3.4 Vehicle-Based Game (Driving, Flying, or Boating in Competition) |
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65 | (1) |
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4.3.4.1 Style of Gameplay |
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65 | (1) |
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65 | (1) |
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4.3.5 Gun-/Weapon-Based Game (Push-Activated Regions) |
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65 | (1) |
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4.3.5.1 Style of Gameplay |
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65 | (1) |
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66 | (1) |
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4.3.6 Using the MDA Framework to Define Your Design Approach |
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66 | (1) |
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4.4 Designing for Game Player Types |
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67 | (2) |
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4.4.1 Dr. Bartle, Dr. Yee, and Classifications of Game Player Types |
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67 | (1) |
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4.4.2 How to Give Your Audience What It Wants While You Design What Interests You |
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68 | (1) |
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4.4.3 Making the "Grind" Work for You and Your Game-Based Sim Design |
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69 | (1) |
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4.5 Documents, Prototypes, and Game-Based Virtual Environments |
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69 | (8) |
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4.5.1 How to Create Game Documents Specifically for Game-Based Virtual Environments |
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69 | (4) |
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4.5.1.1 Textual Game Design Document |
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70 | (1) |
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4.5.1.2 Image-Based/Storyboard Type Game Design Documents |
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70 | (3) |
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4.5.1.3 Wiki-Based Game Document Organization |
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73 | (1) |
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4.5.2 Prototypes for Game-Based Sims |
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73 | (4) |
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4.5.2.1 Popsicle Sticks, Paper, and Pipe Cleaners |
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75 | (2) |
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4.5.3 Virtual Prototypes for Game-Based Sims |
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77 | (1) |
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4.6 Playtesting the Prototype and Game Jamming for Game Design Development |
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77 | (2) |
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4.6.1 Design Development and the Game Jam Approach |
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78 | (1) |
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4.6.2 The Real Game Jam Experience |
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78 | (1) |
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4.6.3 Holding a Virtual Game Jam |
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78 | (1) |
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4.7 Project: Creating Four Development Documents for a Game-Based Sim |
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79 | (2) |
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4.7.1 Decide on the Scope of Your Game-Based Sim |
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79 | (1) |
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4.7.2 Document 1: The Concept Outline |
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79 | (1) |
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4.7.3 Document 2: The Image-Based/Storyboard Document: Planning Your Game |
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80 | (1) |
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4.7.4 Document 3: Paper or Digital Prototype of Game-Based Sim |
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81 | (1) |
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4.7.5 Document 4: Building a Project Wiki for Your Game-Based Sim |
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81 | (1) |
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81 | (1) |
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4.8 Chapter Summary and Final Thoughts |
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81 | (1) |
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82 | (1) |
Chapter 5 Designing for Social Interaction in Virtual Spaces |
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83 | (22) |
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5.1 Overview of Designing for Social Interaction in Virtual Spaces |
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83 | (2) |
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5.1.1 Going beyond the Rhizome, the Vizome, and into Spheres and Foam |
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84 | (1) |
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5.2 Designing for the "I," "You," and "Us" in a Virtual Environment |
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85 | (3) |
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5.2.1 Supporting Eye Contact and Body Language |
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85 | (3) |
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5.3 The Face, the Voice, and Social Interaction |
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88 | (2) |
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5.3.1 Design and Facial Tracking |
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88 | (1) |
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5.3.2 Design and Vocal Shifting |
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89 | (1) |
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5.3.3 Designing with the Built-In Audible Communication Formats |
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89 | (1) |
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5.4 Designing for Social Media Interaction |
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90 | (4) |
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5.4.1 Three Design Challenges in Social Spaces |
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90 | (1) |
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5.4.2 Public Space Design |
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90 | (1) |
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5.4.3 Personal Space Design |
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91 | (3) |
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5.4.4 Exchange (Marketplace) Space Design |
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94 | (1) |
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5.5 Designing for Social Collaboration and Competition |
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94 | (2) |
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5.6 Project: Building a Collection of Related Content for Your Game-Based Sim |
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96 | (6) |
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5.6.1 Creating "Content in Common" |
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96 | (1) |
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5.6.2 Your Game-Based "Logo" |
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96 | (5) |
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5.6.3 Setting Up Your Channels |
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101 | (4) |
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5.6.3.1 Making a Channel for 2D Still Media |
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101 | (1) |
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5.6.3.2 Making a Channel for Video Streaming Media |
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101 | (1) |
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5.6.3.3 Making a Channel for 3D Content Exchange |
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102 | (1) |
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5.7 Chapter Summary and Final Thoughts |
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102 | (1) |
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103 | (2) |
Chapter 6 Developing the Designer-Scripter Collaboration |
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105 | (22) |
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6.1 Overview of Developing the Designer-Scripter Collaboration |
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105 | (1) |
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6.2 Collaborating Guidelines for Working Together on an Advanced Design |
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105 | (8) |
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6.2.1 Designer-Scripter Collaboration: Understanding Each Other's Job |
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108 | (1) |
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6.2.2 Learn the Key Vocabularies and Symbols for Each Other's Work |
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109 | (2) |
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6.2.2.1 Learning a Designer's Vocabulary |
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109 | (1) |
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6.2.2.2 Learning a Scripter's Vocabulary for Linden Scripting Language (LSL) |
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109 | (2) |
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6.2.3 Learning to Think Alike and Getting Organized on a Project |
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111 | (2) |
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6.3 Case Study: Scripted Trees and Emergent Play on Sundial, the Season Changing Sim |
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113 | (2) |
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6.3.1 The Concept That Started with a Few Trees |
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113 | (2) |
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6.3.2 How It Grew into an Entire Environment That Worked under Limited Conditions |
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115 | (1) |
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6.3.3 Our Discovery of Emergent Play |
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115 | (1) |
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6.4 Case Study: Creating a Game-Based Sim Called "Inland: Search for the Sy" |
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115 | (6) |
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6.4.1 Building "Inland: Search for the Sy" for the IBM Exhibit Program |
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117 | (1) |
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6.4.2 Collaborative Creation on a Game-Based Sim |
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117 | (3) |
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6.4.3 Putting It All Together Onsite |
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120 | (1) |
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6.4.4 Playtesting and Learning about Gamers |
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121 | (1) |
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6.5 Top 10 List of Scripts That You Should Have |
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121 | (1) |
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6.6 Other Scripting Languages Used in Virtual Worlds |
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121 | (3) |
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121 | (1) |
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6.6.2 What Scripting Language Should I Learn? |
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121 | (3) |
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6.7 Project: "Script Roulette"-A Collaborative Game of Chance |
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124 | (1) |
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124 | (1) |
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124 | (1) |
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125 | (1) |
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6.7.4 Adding Collaboration Incentives |
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125 | (1) |
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6.8 Chapter Summary and Final Thoughts |
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125 | (1) |
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126 | (1) |
Chapter 7 Designing with Level of Detail (LOD) |
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127 | (24) |
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7.1 Overview of Designing with Level of Detail (LOD) |
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127 | (2) |
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7.2 Fundamentals of LOD Systems for Designers |
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129 | (3) |
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7.2.1 The Beginnings of LOD Systems |
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129 | (1) |
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7.2.2 A Brief Overview of the Kinds of LOD Used in Virtual Worlds |
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130 | (2) |
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7.2.2.1 LOD and Sound in a Virtual Environment |
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131 | (1) |
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7.2.2.2 LOD Systems for Polygons |
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131 | (1) |
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7.2.2.3 LOD Systems for Graphics/Textures: MIP Mapping |
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132 | (1) |
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7.2.2.4 LOD Systems Using Culling, Draw Distance, and Fog |
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132 | (1) |
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7.3 Perception and LOD: The Basics |
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132 | (4) |
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7.3.1 General Aspects about Our Visual Perception and How We See LOD |
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134 | (2) |
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7.4 Making LOD Work for You |
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136 | (3) |
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7.4.1 Geometry and Managing the Levels of Detail |
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136 | (1) |
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7.4.2 Graphic/Textures and LOD |
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136 | (2) |
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138 | (1) |
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7.5 Client Viewer Settings, Imports, and LOD |
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139 | (3) |
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7.5.1 Uploading Geometry with LOD |
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139 | (1) |
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7.5.2 Uploading 3D Models and Setting the Physics LOD |
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140 | (1) |
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7.5.3 Uploading 3D Models with Scaling and Graphic/Texture Parameters |
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141 | (1) |
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7.6 Project: Creating Mesh Content from Photogrammetry; Working with LOD |
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142 | (6) |
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7.6.1 Capturing Meshes with Photogrammetry |
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142 | (3) |
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7.6.2 Reducing the LOD in Autodesk Memento |
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145 | (1) |
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7.6.3 Converting the 3D and Graphics/Textures for Use in a Game-Based Sim |
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145 | (1) |
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7.6.4 Bringing the Content into the Virtual Environment |
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146 | (2) |
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7.7 Chapter Summary and Final Thoughts |
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148 | (1) |
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148 | (3) |
Chapter 8 Designing with Virtual Physics in Mind |
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151 | (30) |
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8.1 Overview of Designing with Virtual Physics in Mind |
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151 | (1) |
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8.2 Spotlight on Professor Vicki Robinson: Teaching Real-World Physics in a Virtual World |
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152 | (1) |
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8.3 The Basic Elements of Physics in a Virtual World |
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152 | (14) |
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8.3.1 Rigid Body and Soft Body Dynamics |
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154 | (2) |
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8.3.2 Collision Detection and Design |
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156 | (1) |
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8.3.3 Designing with the Client Viewer Physics Material Settings |
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156 | (3) |
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8.3.3.1 Viewer Physics Material Settings Tests |
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157 | (2) |
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8.3.4 Physics Materials Tests on a Cube, Sphere, Sculpted, and Irregular Mesh |
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159 | (2) |
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8.3.5 Collision Sounds, Physical Materials, and Design |
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161 | (1) |
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8.3.5.1 Using the Statistics Menu as a Physics Performance Gauge |
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162 | (1) |
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8.3.6 Physics Shapes and Best Practices for Building for a Low Physics Demand |
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162 | (2) |
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8.3.7 Kinematics, the Geometry of Motion: Yaw, Roll, and Pitch |
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164 | (2) |
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8.4 Basic Vehicles and Their Functionality |
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166 | (2) |
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8.4.1 Basic Types of Vehicles, Deflection, Timescale, and Where to Get Test Scripts |
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166 | (1) |
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8.4.2 Moving the Vehicle: Linear Movement versus Angular Movement |
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166 | (2) |
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8.4.3 Vertical Attraction and Banking |
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168 | (1) |
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168 | (1) |
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168 | (1) |
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8.5 Important Considerations of a Vehicle Design |
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168 | (2) |
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8.6 Universal Design for Vehicles |
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170 | (1) |
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8.7 Design Planning for Vehicle Usage |
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170 | (3) |
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8.7.1 Avatar Character and Vehicle Design Considerations |
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171 | (1) |
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8.7.2 Designing Vehicles with Region Crossings in Mind |
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171 | (2) |
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8.8 Project: Creating a Fae (Fairy) Boat Vehicle for Your Game-Based Sim |
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173 | (5) |
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8.8.1 Getting the Content for Creating the Fae Boat |
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173 | (1) |
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8.8.2 Organizing and Customizing the Content |
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173 | (1) |
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8.8.3 Making the Engine and Particle Generators |
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174 | (4) |
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8.8.4 Connecting It All Together and Making a Maiden Voyage |
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178 | (1) |
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8.8.5 Additional Steps to Consider |
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178 | (1) |
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8.9 Chapter Summary and Final Thoughts |
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178 | (1) |
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179 | (2) |
Chapter 9 Landscape and Terrain Design in Virtual Environments |
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181 | (16) |
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9.1 Overview of Landscape and Terrain Design in Virtual Environments |
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181 | (1) |
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9.2 Landscape Personality and Social Relationships to the Virtual Terrain |
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181 | (2) |
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9.3 What World Are You From? |
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183 | (2) |
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9.3.1 Understanding Believable Terrain by Designing an Alien World |
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183 | (2) |
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9.3.1.1 Mini-Challenge: Defining and Designing an Alien Environment |
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183 | (2) |
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9.4 Using Your Worldview and Storytelling to Create a Landscape/Terrain Design |
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185 | (4) |
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9.4.1 Landscape/Terrain Design and How It Defines Game Play: Creating the Journey |
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185 | (4) |
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9.4.1.1 Using Visitor Experience Pathways on Your Landscape/Terrain |
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187 | (1) |
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9.4.1.2 Balancing Journey versus Experience Event Frequency: Designing in a Narrative |
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187 | (2) |
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9.4.2 Creating Terrain That Explores Other Planes of Existence |
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189 | (1) |
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9.5 Exploring Terrain Methodologies: Heightmaps, Polygons, and Voxels |
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189 | (1) |
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9.5.1 Overview of Building Multiregion Terrain with Heightmaps and Meshes |
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189 | (1) |
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9.5.1.1 Using Mesh Elements in Your Terrain |
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190 | (1) |
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9.5.2 Working with Voxel-Based Terrain |
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190 | (1) |
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9.6 Project: Creating a Four-Region, Game-Based Terrain |
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190 | (6) |
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9.6.1 Step 1: Decide on Overall Concepts and Usage of the Game-Based Terrain |
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192 | (1) |
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9.6.2 Step 2: Creating the Regions in 3D with SketchUp: Alternative Method |
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192 | (1) |
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9.6.3 Step 3: Developing Heightmaps for the Terrain in Photoshop |
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193 | (2) |
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9.6.4 Step 4: Testing the Terrain in OpenSim |
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195 | (1) |
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9.7 Chapter Summary and Final Thoughts |
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196 | (1) |
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196 | (1) |
Chapter 10 Design Considerations and Mesh Usage in Virtual Environments |
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197 | (34) |
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10.1 Overview of Design Considerations and Mesh Usage in Virtual Environments |
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197 | (2) |
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10.2 Sources for Mesh in a Virtual Environment |
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199 | (7) |
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10.2.1 Some Considerations regarding the Standard 8 Inworld Mesh Objects |
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200 | (1) |
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10.2.2 Some Considerations regarding Meshes Created in 3D Modelers |
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200 | (2) |
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10.2.3 Some Considerations regarding Mesh and Procedural Generation |
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202 | (3) |
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10.2.4 Some Considerations regarding Meshes Derived from Digital Sculpting |
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205 | (1) |
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10.2.5 Some Considerations regarding Scanning and Mesh Creation for Virtual Environments |
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205 | (1) |
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10.3 Overview of Rigged Meshes; Moving Avatars and Their Clothing |
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206 | (5) |
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10.3.1 Overview of Rigged and Fitted Mesh Clothing |
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211 | (1) |
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10.3.2 Tools and Plugins for Creating Rigged Meshes |
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211 | (1) |
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10.4 Comparison of 3D Mesh-Making Programs; Some Thoughts on Choosing One |
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211 | (1) |
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10.5 Project: Building a Game-Based Environment with Component Meshes |
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211 | (17) |
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10.5.1 Loading in the Castle |
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213 | (6) |
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10.5.2 Loading in the Quay and Village |
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219 | (6) |
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10.5.3 Adding the Buttercross, Forge, and Stables Outbuildings |
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225 | (1) |
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10.5.4 Smoothing the Terrain for a Perfect Fit |
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225 | (1) |
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10.5.5 Detailing the Environment with Landscaping |
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225 | (3) |
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10.6 Chapter Summary and Final Thoughts |
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228 | (1) |
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228 | (3) |
Chapter 11 Designing with Advanced Materials and Animated Graphic/Textures |
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231 | (24) |
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11.1 Overview of Designing with Advanced Materials and Animated Graphic/Textures |
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231 | (1) |
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11.2 The Structure of an Advanced Material Used in Virtual Environments |
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232 | (2) |
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11.3 Designing with Advanced Materials in Mind |
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234 | (1) |
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11.4 UV Unwrapping and Uploads of Meshes with Advanced Materials |
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234 | (3) |
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11.4.1 Overview of the Workflows and Software |
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234 | (1) |
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11.4.2 The Reflective Teapot Scene: A Breakdown |
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234 | (3) |
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11.4.3 Build Your Knowledge, Develop the Art of UV Unwrapping and UV Maps |
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237 | (1) |
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11.5 Virtual World Viewers and Advanced Materials |
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237 | (1) |
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11.5.1 Mini-Project: Test Your Viewer for Advanced Materials |
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237 | (1) |
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11.6 Understanding Bumpiness (Normal) Graphics and What They Contribute to a Material |
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238 | (2) |
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11.6.1 Bumpiness (Normal) Graphic Creation Methodologies |
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238 | (2) |
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11.7 Understanding the Shininess (Specular) Layer and What It Contributes to a Material |
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240 | (2) |
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11.7.1 Shininess (Specular) Graphic Creation Methodologies |
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240 | (2) |
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11.8 Notes regarding Bumpiness (Normal), Shininess (Specular), and Alpha Mode Usage |
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242 | (1) |
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11.8.1 A Few Notes about Alpha Mode Options in the Virtual Environment |
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243 | (1) |
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11.9 Scripting for Animated Graphic Textures in a Virtual Environment |
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243 | (2) |
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11.9.1 Scripting an Animated Graphic from Still Images |
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243 | (1) |
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11.9.2 Creating Animated Graphics from GIF Animations and Video Media |
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244 | (1) |
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11.9.2.1 Tip: How to Play Media from YouTube on the Face of Your Objects |
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245 | (1) |
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11.10 Project: Adding Advanced Materials to the Fairy Bridge |
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245 | (8) |
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11.10.1 Adding Bumpiness and Shininess Graphic/Textures to the Fairy Bridge |
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246 | (2) |
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11.10.2 Making an Animated Graphic/Texture: Step by Step |
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248 | (4) |
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11.10.2.1 Step 1: Setting Up the Story Your Animation Will Tell |
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248 | (2) |
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11.10.2.2 Step 2: Plan for the Number of Key Frames Your Animation Will Need |
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250 | (1) |
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11.10.2.3 Step 3: Creating the Images for the Animation-The Process |
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250 | (2) |
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11.10.2.4 Step 4: Layout the Animation Frames on the Graphic in Photoshop |
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252 | (1) |
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11.10.3 Scripting and Applying the Animated Graphic Inworld |
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252 | (4) |
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11.10.3.1 Step 5: Upload the Graphic-First Test on a Primitive |
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253 | (1) |
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11.10.3.2 Step 6: Tuning the Animated Graphic and Incorporating It into a Build |
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253 | (1) |
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11.11 Chapter Summary and Final Thoughts |
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253 | (1) |
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254 | (1) |
Chapter 12 World Building and Design with Procedural Techniques |
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255 | (18) |
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12.1 Overview of World Building and Design with Procedural Techniques |
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255 | (1) |
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12.2 World Building and the Creation Myth |
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256 | (2) |
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12.2.1 Mini-Game Learning Block: Developing Your Own Creation Myth |
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257 | (1) |
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12.3 Overview of Procedural Techniques and Design |
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258 | (4) |
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12.3.1 The Key Aspects of a Procedural Technique |
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259 | (1) |
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12.3.2 Procedural Theories and Techniques Fundamental to Building a Game-Based Sim |
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259 | (2) |
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12.3.2.1 Common Mechanisms of Procedural Techniques for Terrain or Environmental Levels |
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259 | (2) |
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12.3.2.2 Common Mechanisms of Procedural Graphic/Texture Generators |
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261 | (1) |
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12.3.2.3 Common Mechanisms of Procedural 3D Geometry Generators |
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261 | (1) |
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12.3.3 Everyday Examples of How You Use Procedural Techniques |
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261 | (1) |
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12.4 Procedural Techniques Used in Game-Based Virtual Environments |
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262 | (1) |
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12.4.1 Building with Fractals in Second Life |
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262 | (1) |
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12.4.2 Non-Player Characters (NPCs) and Clones as Procedural Content |
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262 | (1) |
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12.4.3 Using Particle Systems as Procedural Content Generators |
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263 | (1) |
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12.4.4 Software and Plugins That Will Help You Work Procedurally |
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263 | (1) |
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12.5 Project: Utilizing a Procedural Script to Make a Fairy Tree |
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263 | (7) |
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12.5.1 Designing with a Procedural Generator: Cautions and Downloads |
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263 | (1) |
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263 | (1) |
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12.5.1.2 Getting the Content for Creating the Tree |
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264 | (1) |
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12.5.2 Creating the Trunk and Branches |
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264 | (2) |
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12.5.3 Running the Fractal Tree Controls |
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266 | (3) |
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12.5.4 Further Development |
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269 | (1) |
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12.6 Chapter Summary and Final Thoughts |
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|
270 | (1) |
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271 | (2) |
Chapter 13 Designing Virtual Environments for Head-Mounted Displays |
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273 | (24) |
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13.1 Overview of Designing Virtual Environments for Head-Mounted Displays (HMDs) |
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|
273 | (1) |
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13.1.1 The Challenge of HMD Acceptance and Designing for Social Virtual Reality (VR) |
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274 | (1) |
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13.2 Overview of a VR HMD and How It Works |
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274 | (2) |
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13.2.1 HMD: Major Parts and Their Functions |
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274 | (2) |
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13.2.2 Future Developments for VR |
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276 | (1) |
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13.3 Five Dimensions of Design in HMD Virtual Environments |
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276 | (10) |
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276 | (1) |
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277 | (1) |
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13.3.2.1 Presence, Artificial Intelligence, and Henry the Hedgehog |
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278 | (1) |
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278 | (1) |
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279 | (5) |
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13.3.4.1 Realistic Environment/Changing Point of View in Perspective; Chapter 1: The Party |
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281 | (1) |
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13.3.4.2 Experiential-Narrative Hybrid Filmmaking in Way to Go |
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281 | (1) |
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13.3.4.3 Artificial Intelligence-Based Character Interaction in a Wild HMD-VR Spinoff |
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281 | (3) |
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284 | (1) |
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13.3.5.1 Read the Manual and Be Aware of the Safety Guidelines |
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284 | (1) |
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13.3.5.2 Designing for Safety and Comfort: Some Beginning Steps |
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284 | (1) |
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13.3.6 Spotlight on Jamie Thalman: A Q&A about Production Design for VR Films |
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285 | (1) |
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13.4 Experiencing the Virtual Environment with a Real Body |
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286 | (2) |
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13.4.1 Design Challenges Specific to HMDs |
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287 | (1) |
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13.4.2 The Problem of Latency |
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287 | (1) |
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13.4.3 When Objects and Settings Start to Drift |
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287 | (1) |
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13.4.4 The Judder Problem |
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288 | (1) |
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13.5 Project: Developing a HMD-VR Narrative Environment for Storytelling |
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288 | (5) |
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13.5.1 Step 1: Finding a Concept to "Hang Your Design Hat On" |
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288 | (1) |
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13.5.2 Step 2: Choosing a Location for Your Storytelling |
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289 | (1) |
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13.5.3 Step 3: Adding in the Five Dimensions of Design |
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289 | (1) |
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13.5.4 Step 4: Adding Agency with a "Character" Avatar |
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289 | (2) |
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13.5.5 Step 5: Adding Presence-The Sound of the Environment |
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291 | (1) |
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13.5.6 Step 6: Adding Affordance-Storytelling Elements That Are Easy to Use |
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291 | (1) |
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13.5.7 Step 7: Adding Story with Additional Characters |
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292 | (1) |
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13.5.8 Step 8: Adding Safety and Accessibility to VR Narrative Environment |
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292 | (1) |
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13.5.9 Step 9: Keep Adding Depth to the Experience |
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|
293 | (1) |
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13.6 Conclusion: Building the Last Platform? |
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|
293 | (1) |
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|
294 | (3) |
Chapter 14 The Multiple Dimensions of Game-Based Virtual Environments |
|
297 | (10) |
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14.1 Overview on Multiple Dimensions of Game-Based Virtual Environments |
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|
297 | (1) |
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14.2 Developing Game-Based Environments for the Future Player |
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|
298 | (4) |
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14.2.1 Virtual Reality Technology |
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|
298 | (1) |
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299 | (1) |
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14.2.3 The Basic Human Need to Play |
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299 | (1) |
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14.2.4 Finding Inspiration for Virtual Games |
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300 | (1) |
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14.2.5 Skill-Based Games and Gambling |
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|
300 | (2) |
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14.3 Spotlight on Jacquelyn Ford Morie-Art, Virtual Reality, and Education |
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|
302 | (3) |
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14.4 Chapter Summary: The Multiple Dimensions of Game-Based Virtual Environments |
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|
305 | (1) |
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|
306 | (1) |
Glossary |
|
307 | (4) |
Important Links and Resources |
|
311 | (2) |
Bibliography |
|
313 | (2) |
Appendix A: Game-Based Sim Design Document |
|
315 | (6) |
Appendix B: Exhibit C-The Journal of Dr. Aubrey Wynn |
|
321 | (4) |
Index |
|
325 | |