Designing Digital Space


Book Description

The Complete Guide to Virtual Reality in Architecture andDesign The first in-depth book on virtual reality (VR) aimed specificallyat architecture and design professionals, Designing Digital Spacesteers you skillfully through the learning curve of this excitingnew technology. Beginning with a historical overview of theevolution of architectural representations, this unique resourceexplains what VR is, how it is being applied today, and how itpromises to revolutionize not only the design process, but the formand function of the built environment itself. Vividly illustratinghow VR fits alongside traditional methods of architecturalrepresentation, this comprehensive guide prepares you to makeoptimum practical use of this powerful interactive tool, andembrace the new role of the architect in a virtually designedworld. Offers in-depth coverage of the virtual universe--datarepresentation and information management, static and dynamicworlds, tracking and visual display systems, control devices, andmore. Examines a wide range of current VR architectural applications,from walkthroughs, simulations, and evaluations to reconstructionsand networked environments Includes insightful essays by leading VR developers covering someof today's most innovative projects Integrates VR into the historical framework of architecturaldevelopment, with detailed sections on the past, present, andfuture Features a dazzling array of virtual world images and sequentialdisplays Explores the potential impact of digital architecture on the builtenvironment of the future




Designing Virtual Worlds


Book Description

This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.




Collaborative Virtual Environments


Book Description

A Collaborative Virtual Environment (CVE) is a distributed, virtual reality designed to support collaborative activities. It is a topic of increasing interest to large global corporations, where work teams are often distributed over a large geographic area. Aimed at anyone involved in researching the design of tools for supporting distributed teams of workers, it helps the reader understand the latest technology, state-of-the-art research, and good working practice. Among the topics covered are: systems aspects of CVEs; user centered aspects of environment design; and methodologies for iterative evaluation and design.




Digital Media and Technologies for Virtual Artistic Spaces


Book Description

Emerging new technologies such as digital media have helped artists to position art into the everyday lives and activities of the public. These new virtual spaces allow artists to utilize a more participatory experience with their audience. Digital Media and Technologies for Virtual Artistic Spaces brings together a variety of artistic practices in virtual spaces and the interest in variable media and online platforms for creative interplay. Presenting frameworks and examples of current practices, this book is useful for artists, theorists, curators as well as researchers working with new technologies, social media platforms and digital culture.




The VR Book


Book Description

This is a strong foundation of human-centric virtual reality design for anyone and everyone involved in creating VR experiences. Without a clear understanding of the human side of virtual reality (VR), the experience will always fail. The VR Book bridges this gap by focusing on human-centered design. Creating compelling VR applications is an incredibly complex challenge. When done well, these experiences can be brilliant and pleasurable, but when done badly, they can result in frustration and sickness. Whereas limitations of technology can cause bad VR execution, problems are oftentimes caused by a lack of understanding human perception, interaction, design principles, and real users. This book focuses on the human elements of VR, such as how users perceive and intuitively interact with various forms of reality, causes of VR sickness, creating useful and pleasing content, and how to design and iterate upon effective VR applications. This book is not just for VR designers, it is for managers, programmers, artists, psychologists, engineers, students, educators, and user experience professionals. It is for the entire VR team, as everyone contributing should understand at least the basics of the many aspects of VR design. The industry is rapidly evolving, and The VR Book stresses the importance of building prototypes, gathering feedback, and using adjustable processes to efficiently iterate towards success. It contains extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references.




Digital Space


Book Description

This comprehensive guide explains, step-by-step, how to create models, set designs, lighting, textures, interiors and exteriors, camera angles, perspective, animation and rendering. It covers digital techniques, such as fly-throughs, texture-mapping, 3-D modelling, ray tracing and radiosity, all in non-technical language.




Virtual Aesthetics in Architecture


Book Description

Virtual Aesthetics in Architecture: Designing in Mixed Realities presents a curated selection of projects and texts contributed by leading international architects and designers who are using virtual reality technologies in their design process. It triggers discussion and debate on exploring the aesthetic potential and establishing its language as an expressive medium in architectural design. Although virtual reality is not new and the technology has evolved rapidly, the aesthetic potential of the medium is still emerging and there is a great deal more to explore. The book provides a comprehensive overview of the current use of virtual reality technologies in the architectural design process. Contributions are presented in six parts, fully illustrated with over 150 images. Recent projects presented are distributed in five themes: introduction to mixed realities; space and form; context and ambiguity; materiality and movement; body and social. Each theme includes richly illustrated essays by leading academics and practitioners, including those from Zaha Hadid Architects and MVRDV, detailing their design process using data-driven methodologies. Virtual Aesthetics in Architecture expands the use of technology per se and focuses on how architecture can benefit from its aesthetic potential during the design process. A must-read for practitioners, academics, and students interested in cutting-edge digital design.




Integrated and Holistic Perspectives on Learning, Instruction and Technology


Book Description

One outcome of recent progress in educational technology is strong interest in providing effective support for learning in complex and ill-structured domains. We know how to use technology to promote understanding in simpler domains (e.g., orientation information, procedures with minimal-branching, etc.), but we are less sure how to use technology to support understanding in more complex domains (e.g., managing limited resources, understanding environmental impacts, etc.). Such domains are increasingly significant for society. Technology (e.g., collaborative tele-learning, digital repositories, interactive simulations, etc.) can provide conceptually and functionally rich domains for learning. However, this introduces the problem of determining what works in which circumstances and why. Research and development on these matters is reflected in this collection of papers. This research suggests a need to rethink foundational issues in educational philosophy and learning technology. One major theme connecting these papers is the need to address learning in the large - from a more holistic perspective. A second theme concerns the need to take learners where and as they are, integrating technology into effective learning places. Significant and systematic progress in learning support for complex domains demands further attention to these important issues.




Stage Lighting


Book Description

Stage Lighting: Design Applications and More builds upon the information introduced in Stage Lighting: The Fundamentals to provide an in-depth reference to a number of specialty areas of lighting design, from traditional applications such as drama, dance, and designing for different venues, to more advanced applications such as concert, corporate, film and video, virtual, architectural/landscape, and other forms of entertainment lighting. Each chapter gives the essential background, design practices, and equipment details for each specialization, so readers can make informed decisions and ask informed questions when encountering each field. The book provides insight on the latest technology and includes profiles of prolific designers, such as James Moody, Jeff Ravitz, Alan Adelman, and Paul Gregory. Stage Lighting: Design Applications and More is intended to help lighting designers translate their theatrical skills to other areas of lighting design, and provides guidance on how to take those initial steps into new ventures in their lighting careers.




Communications and Networking in Education


Book Description

In most schools the dominant supporting technology has been either the stand-alone personal computer or a modest local network. The situation is changing rapidly as a rising number of schools provide access to the Internet for their staff and pupils, opening avenues for communication and networking hitherto not possible. This book reflects on this change. It aims to further the vision of how these new technologies could improve and transform aspects of education. Yet in parallel it asks serious questions about the realities of an interface between the social, cultural and pedagogical contexts of education and the actual affordances that these new information and communication technologies offer. The chapters in this book provide a heady mix of foresight and practical reporting, of planning for the future but at the same time respecting the problems education already has with current technologies. The richness of the points presented here stems in part from the range of experience of the international authors - from academics and administrators, to teachers and curriculum designers. This mix ensures that the central questions on communications and networking in education are considered not simply from a variety of personal perspectives, but also from different cultural and environmental experiences. And yet interest also lies in the commonality of reporting and discussion based on activity in the field. All the contributions draw heavily on research and experience in devising and running projects and experimental activities in a range of schools and teacher-training institutions and environments. The opinions expressed are thus grounded in knowledge gained from work embedded in the reality of today's educational settings. This must be the only sound base upon which to consider the issues of the future. This book is essential reading for all professionals involved in all aspects of information and communication technologies in education. Teachers, lecturers, researchers, students and administrators will find it invaluable.