Designing adaptive virtual worlds / / Ning Gu, Mary Lou Maher; managing editor, Monika Michałowicz; asociate editor, Davina Jackson; language editor, Andrew Kerber.

Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one...

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Place / Publishing House:Warsaw, [Poland] ;, Berlin, [Germany] : : De Gruyter Open,, 2014.
©2014
Year of Publication:2014
Edition:1st ed.
Language:English
Physical Description:1 online resource (viii, 136 pages) :; illustrations.
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100 1 |a Gu, Ning,  |e author. 
245 1 0 |a Designing adaptive virtual worlds /  |c Ning Gu, Mary Lou Maher; managing editor, Monika Michałowicz; asociate editor, Davina Jackson; language editor, Andrew Kerber. 
250 |a 1st ed. 
260 |b De Gruyter  |c 2014 
264 1 |a Warsaw, [Poland] ;  |a Berlin, [Germany] :  |b De Gruyter Open,  |c 2014. 
264 4 |c ©2014 
300 |a 1 online resource (viii, 136 pages) :  |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
530 |a Also available in print form. 
546 |a English 
505 0 0 |t Front matter --  |t Contents --  |t Part I: Introduction --  |t 1 Introduction --  |t 2 Virtual Worlds --  |t Part II: Rule-based Place Design in 3D Virtual Worlds --  |t 3 Generative Design Grammars --  |t 4 Generative Design Agents --  |t Part III: An Adaptive Virtual Gallery --  |t 5 A Generative Design Grammar for a Virtual Gallery --  |t 6 An Adaptive Virtual Gallery --  |t Part IV: The Future of Adaptive Virtual Worlds --  |t 7 The Future and Impact of Adaptive Places --  |t List of Figures --  |t Index 
520 |a Designing adaptive virtual worlds takes the design of places for education, entertainment, online communities, business, and cultural activities in 3D virtual worlds to a new level. The place metaphor provides a rich source of styles and examples for designing in 3D virtual worlds. This book is one of the first design books in the field showing how those styles can be captured in a design grammar so that unique places can be created through computational agents responding to the changing needs of the people in the virtual world. Applying the techniques introduced in this book has immediate implications on the design of games and functional places in existing virtual world platforms such as Second Life, OpenSim and Active Worlds as well as future virtual worlds in which the boundaries between digital and physical environments blur. 
540 |a This eBook is made available Open Access. Unless otherwise specified individually in the content, the work is licensed under the Creative Commons Attribution-Non Commercial-No Derivatives (CC BY-NC-ND) license:  |u https://creativecommons.org/licenses/by-nc-nd/3.0  |u https://www.degruyter.com/dg/page/open-access-policy 
504 |a Includes bibliographical references and index. 
588 |a Description based on online resource; title from PDF title page (ebrary, viewed May 26, 2015). 
650 0 |a Computer simulation. 
653 |a Adaptive virtual worlds, design grammars, generative design agents, virtual environments, agent modelling, computer modelling. 
776 0 |z 3-11-036765-3 
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700 1 |a Maher, Mary Lou,  |e author. 
700 1 |a Michałowicz, Monika,  |e editor. 
700 1 |a Jackson, Davina,  |e editor. 
700 1 |a Kerber, Andrew,  |e editor. 
906 |a BOOK 
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