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Contents
Virtural Worlds Resource Center

 

Books
Designing Virtual Worlds, July 2003, by Richard Bartle. Discusses virtual worlds, past affects on the future, the basics (appearance, genre, codebase, age, player base, and dimensions), influences of virtual worlds (printed works, television, film, role-playing games, and the designer), how to make virtual worlds, development (the team, the process, pre-production, production, roll out, operation, architecture, and theory and practice), player types, dynamics, social dimensions, identity and identification, progression, development tracks, role-playing, masquerading, player rights, community, world design, scope, geography, population, physics, reset strategy, life in the virtual world, advancements, character generation, the virtual body, groups, combat, crafting, points of view, making sense of virtual worlds, and ethical considerations.

Synthetic Worlds: The Business and Culture of Online Games, November 2005, by Edward Castronova. Discusses daily life on a synthetic earth, the user, the mechanics of world-making, institutions within synthetic reality, the business of world-making, the almost-magic circle, free commerce, behavior and design, governance. topographies of terror, toxic immersion and internal security, implications and policies, and into the age of wonder.

Maya: The World as Virtual Reality, May 2003, by Richard L. Thompson. Discusses computers, minds, and consciousness, algorithms and Turing machines, simulations and realizations, the illusion of being aware, virtual reality, virtual reality history, virtual brains, abstract virtual reality, Newtonian precision, chaos and determinism, control through amplification, statistics and thermodynamics, time in physics, the theory of relativity, relativistic consciousness, materialism to idealism, chance and intelligence, the laws of chance, many worlds, Bohm's quantum potential, eternal life in an open universe, from bit to it, virtual reality and the supernatural, marginal effects, remote viewing, visions, hallucinations, and visitations.

Distributed Virtual Worlds, March 2001, by Stephan Diehl. Discusses motivation, peloton, a virtual theater, electronic commerce, terminology, requirements, technologies, languages, protocols, applications, commercial and experimental virtual worlds, navigation, communication, multi-user worlds, three-dimensional computer graphics, the graphics pipeline, virtual reality modeling language (VRML), history of VRML, what is VRML, concepts of VRML, static scenes, dynamic VRML, protocols for distributed virtual worlds, Internet protocols, a layered model for distributed virtual worlds, architectures for virtual worlds, behavior, consistency, VRML extensions for distributed virtual worlds, VSPLUS, sharing events through Net nodes, VASE multicast-VR, living worlds, spatial partitioning, grids, level of detail (LOD), bounding boxes, binary space partitioning trees, cells, portals, spatial partitioning of multi-user worlds, filtering, locales and beacons, streaming, continuous data streams, compressions, continuous data streams in distributed worlds, relevant Internet protocols, resource reservation protocol (RSVP), real-time streaming protocol (RTSP), real-time transport protocol (RTP), forward error control, interarrival jitter, combined jitter and error control, spatial hierarchical compression, Quicktime VR, MetaStream, MPEG-4, Applets, Java3D, X3D, implementing multi-user worlds with VRML, Java network programming, implementing multi-user worlds with CORBA, and the future.

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Update :: December 15, 2017