Graphics Programs Reference
In-Depth Information
For example, at University of New Mexico's
Interdisciplinary Film & Digital Media program
(IFDM), we teach the basics of polygon modeling
and animation in half a semester. In the second
half of the semester, the students break up into
groups of four consisting of a producer, an artist, a
designer, and a programmer and they collaborate
to design and implement a serious game.
Building such applications will give the multi-
user virtual environment developer the experience
needed to create more complex environments.
And like the Web, the truly innovative uses of
multi-user virtual environments lie still ahead.
Bainbridge, W. S. (2007). The Scientific Research
Potential of Virtual Worlds. Science , 317 , 472-476.
doi:10.1126/science.1146930
Benbasat, I., & Zmud, R. W. (1999). Empirical
Research in Information Systems: The Practice
of Relevance. Management Information Systems
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Co, P. (2006). Level Design for Games . Berkeley,
CA: New Riders.
Cohen, A. (2003). The Perfect Store . New York:
Back Bay Books.
Dieterle, E., & Clarke, J. (2005). Multi-User
Virtual Environments for Teaching and Learn-
ing. In Pagani, M. (Ed.), Encyclopedia of multi-
media technology and networking (2nd ed., pp.
1033-1041). Hershey, PA: Idea Group.
CONCLUSION
This chapter covered two of the basics skills
needed to create a virtual world: modeling and
texture mapping. The emphasis was on modeling
the exterior aspects of a virtual world by taking
simple primitives that are available in most model-
ing programs—like cubes and planes—and then
using the operations or techniques of moving and
removing elements, as well as cutting edges into
faces, and extruding faces to mold these primitives
into more complex objects, either real or imagined.
While the chapter emphasized the modeling
of exterior objects, these same primitives and
techniques can be used to create interior objects
and characters.
Hevner, A. R., March, S. T., Park, J., & Ram, S.
(2004). Design Science in Information Systems
Research. Management Information Systems
Quarterly , 28 (1), 75-105.
Kelly, H., Howell, K., Glinert, E., Holding,
L., Swain, C., Burrowbridge, A., & Roper,
M. (2007). How to Build Serious games.
Communications of the ACM , 50 , 45-49.
doi:10.1145/1272516.1272538
March, S. T., & Smith, G. F. (1995). Design and
Natural Science Research on Information Tech-
nology. Decision Support Systems , 15 , 251-266.
doi:10.1016/0167-9236(94)00041-2
ReFeReNCeS
Ratner, P. (2009). 3-D Human Modeling and
Animation (3rd ed.). Hoboken, NJ: John Wiley
& Sons.
Ahearn, L. (2006). 3D Game Textures . Burlington,
MA: Focal Press.
Simon, H. A. (1996). The Sciences of the Artificial .
Cambridge: MIT Press.
Autodesk. (2009). Autodesk 3ds Max 2010: Foun-
dation for Games. San Rafael, CA: Autodesk, Inc.
Autodesk Maya Press. (2009). Autodesk Maya
2010: The Modeling and Animation Handbook .
San Rafael, CA: Autodesk, Inc.
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