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Digital Architecture is a particularly dynamic field that is developing through the work of architecture schools, architects, software developers, researchers, technology, users, and society alike. Featuring papers from the First International Conference on Digital Architecture, this book will be of interest to professional and academic architects involved in the creation of new architectural forms, as well as those colleagues working in the development of new computer codes of engineers, including those working in structural, environmental, aerodynamic fields and others actively supporting advances in digital architecture. Expert contributions encompass topic areas such as: Database Management Systems for Design and Construction; Design Methods, Processes and Creativity; Digital Design, Representation and Visualization; Form and Fabric; Computer Integrated Construction and Manufacturing; Human-Machine Interaction; Connecting the Physical and the Virtual Worlds; Knowledge Based Design and Generative Systems; Linking Training, Research and Practice; Web Design Analysis; the Digital Studio; Urban Simulation; Virtual Architecture and Virtual Reality; Collaborative Design; Social Aspects.
A virtual prototype is a major interim step towards the creation of a virtual environment. This book explores the simulation, interaction, concepts and tools of virtual prototypes and environments. It provides a mixture of state-of-the-art, advanced research and industrial papers.
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.
Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.
State-of-the-Art Virtual Reality and Augmented Reality Knowhow is a compilation of recent advancements in digital technologies embracing a wide arena of disciplines. Amazingly, this book presents less business cases of these emerging technologies, but rather showcases the scientific use of VR/AR in healthcare, building industry and education. VR and AR are known to be resource intensive, namely, in terms of hardware and wearables - this is covered in a chapter on head-mounted display (HMD). The research work presented in this book is of excellent standard presented in a very pragmatic way; readers will appreciate the depth and breadth of the methodologies and discussions about the findings. We hope it serves as a springboard for future research and development in VR/AR and stands as a lighthouse for the scientific community.
This book provides knowledge into Cognitive Digital Twins for smart lifecycle management of built environment and infrastructure focusing on challenges and opportunities. It focuses on the challenges and opportunities of data-driven cognitive systems by integrating the heterogeneous data from multiple resources that can easily be used in a machine learning model and adjust the algorithms. It comprises Digital Twins incorporating cognitive features that will enable sensing complex and unpredicted behavior and reason about dynamic strategies for process optimization to support decision-making in lifecycle management of the built environment and infrastructure. The book introduces the Knowledge Graph (KG)-centric framework for Cognitive Digital Twins involving process modeling and simulation, ontology-based Knowledge Graph, analytics for process optimizations, and interfaces for data operability. It offers contributions of Cognitive Digital Twins for the integration of IoT, Big data, AI, smart sensors, machine learning and communication technologies, all connected to a novel paradigm of self-learning hybrid models with proactive cognitive capabilities. The book presents the topologies of models described for autonomous real time interpretation and decision-making support of complex system development based on Cognitive Digital Twins with applications in critical domains such as maintenance of complex engineering assets in built environment and infrastructure. It offers the essential material to enlighten pertinent research communities of the state-of-the-art research and the latest development in the area of Cognitive Digital Twins, as well as a valuable reference for planners, designers, developers, and ICT experts who are working towards the development and implementation of autonomous Cognitive IoT based on big data analytics and context–aware computing.