Contents – Designing Adaptive Virtual Worlds

Contents

Part I: Introduction

1 Introduction
1.1 Why Adaptive Virtual Worlds?
1.2 Why Design Places?
1.3 Overview of This Book
2 Virtual Worlds
2.1 Evolution of Virtual Worlds
2.2 Design Metaphors
2.3 Place Making in Virtual Worlds
2.4 Design Platforms and Examples
  References

Part II: Rule-based Place Design in 3D Virtual Worlds

3 Generative Design Grammars
3.1 Grammars for Rule-based Design
3.1.1 Notions of Shape Grammars
3.1.2 Shape Grammars and Design Style
3.1.3 Design Constraints in Shape Grammar Application
3.2 Generative Design Grammars for Rule-based Place Design in 3D Virtual Worlds
3.2.1 A Place Design in 3D Virtual World as “Objects in Relations”
3.2.2 Design Phases of 3D Virtual Worlds
3.2.3 Addressing Design Requirements of 3D Virtual Worlds
3.2.4 Capturing Stylistic Characterizations of Virtual Places
3.3 Generative Design Grammar Framework
3.4 General Structure of Design Rules
3.4.1 Layout Rules
3.4.2 Object Design Rules
3.4.3 Navigation Rules
3.4.4 Interaction Rules
3.5 Characteristics of Generative Design Grammars
  References
4 Generative Design Agents
4.1 Computational Agents
4.1.1 Notions of Agents
4.1.2 A Common Agent Model for 3D Virtual Worlds
4.2 Generative Design Agent Model
4.3 Representations of a 3D Virtual World
4.3.1 Three Representation Layers of a 3D Virtual World
4.3.2 Representations of Virtual World Objects
4.4 Computational Processes of a Generative Design Agent
4.4.1 Interpretation
4.4.2 Hypothesizing
4.4.3 Designing and Action
4.5 Generative Design Agents for Designing in 3D Virtual Worlds
4.5.1 Generative Design Agent Model as a Design Model
4.5.2 Generative Design Agents for Designing in 3D Virtual Worlds
  References

Part III: An Adaptive Virtual Gallery

5 A Generative Design Grammar for a Virtual Gallery
5.1 An Adaptive Virtual Gallery
5.1.1 Galleries: Blending the Physical and the Virtual
5.1.2 A Virtual Gallery Adapted for Changing Needs
5.2 Overview of an Example Grammar
5.2.1 Design and Composition of a Virtual Gallery
5.2.2 Design Goals
5.3 Layout Rules
5.3.1 State Labels
5.3.2 Additive Layout Rules
5.3.3 Subtractive Layout Rules
5.4 Object Design Rules
5.4.1 State Labels
5.4.2 Additive Object Design Rules
5.4.3 Subtractive Object Design Rules
5.5 Navigation Rules
5.5.1 State Labels
5.5.2 Additive Navigation Rules
5.5.3 Subtractive Navigation Rules
5.6 Interaction Rules
5.6.1 State Labels
5.6.2 Additive Interaction Rules
5.6.3 Subtractive Interaction Rules
5.7 Limitations
  References
6 An Adaptive Virtual Gallery
6.1 Design Scenario
6.1.1 Purpose of the Design Scenario
6.1.2 Generative Design Grammar Application
6.1.3 Static and Adaptive Virtual Gallery
6.2 Stage 1: The Artist Enters the Virtual Gallery
6.2.1 Layout Rule Application
6.2.2 Object Design Rule Application
6.2.3 Navigation Rule Application
6.2.4 Interaction Rule Application
6.3 Stage 2: Exhibition 1 Receives More Visitors
6.3.1 Execution of the Design Scenario
6.3.2 An Alternative Design of the Virtual Gallery for Stage 2
6.4 Stage 3: An Invited Guest Enters the Virtual Gallery
6.5 Stage 4: The Artist Prepares for an Opening Address
6.6 Stage 5: Exhibition 2 Receives More Visitors
6.6.1 Execution of the Design Scenario
6.6.2 Alternative Designs of the Virtual Gallery for Stage 5
6.7 Stage 6: The Artist Changes Exhibition Requirements
6.8 Stage 7: Some Visitors Leave the Virtual Gallery
6.9 Stage 8: The Artist Logs Off
6.10 Discussion
6.10.1 Summary
6.10.2 Stylistic Characterizations of the Virtual Gallery Designs
6.10.3 Technical Implementation
  References

Part IV: The Future of Adaptive Virtual Worlds

7 The Future and Impact of Adaptive Places
7.1 Technical Environments for Adaptive Virtual Places
7.2 Functional Designs vs. Creative Designs
7.3 Individual, Shared and Collective Design Styles
7.4 Extending Adaptive Virtual Places into the Built Environments
  References

List of Figures

Index