xviii Preface
project, which is the majority of Chapter 5. In the process of making Wheely Island, the
reader is introduced to the concept of Design for All, all-access design for both the real
world and the virtual world.
Project: Making Wheely Island, an all-access terrain. In this project, you will create a new
terrain and landscape it for a wheelchair trail on a Second Life or OpenSim platform. This
project is a comprehensive lesson in how to create terrain using a height map and relates that
construction to the real-world design challenge of creating wheelchair-accessible landscapes.
Chapter 6: 3D Modeling, 2D Graphics, and Data Visualization
Beginner to intermediate levels
This chapter is about modeling with the inworld tools and prims (primitive objects), as well an
introduction to designing with mesh models. Also discussed are methodologies for creat-
ing and utilizing textures, transparencies, and animated textures for efcient building and
clarity of effect.
Project: Designing a data visualization environment: your 3D timeline or personal infographic.
In this project, you will make a 3D timeline. 3D mesh model content for the basic mile-
stones, like Work (briefcase) and Love (a heart), is provided, in addition to an info button,
and a pushpin icon for adding points of interest. This project is designed to be open ended
so that anyone can add their personal images, memory items, or web links.
Chapter 7: Color, Particles, and Sensory Spaces
Beginner to intermediate levels
In this chapter, many aspects of color are discussed, including color basic terminology, color
mixing, period and culture-based color, and how color choices will impact the experience
of virtual spaces. Particles and particle systems for Second Life and OpenSim-based virtual
worlds as well are examined, along with how to design for their inclusion in the environment.
Project: Designing a colored light and particle effect. In this project, you will learn about
color and how to use a basic particle script to create a color and light show within a virtual
cocoon-like sensory space designed by Tim Widger. The goals of this project are to dem-
onstrate the use of color with the creation of a prim-based structure containing a simple
particle system and light sources. When you have nished this project, you will have an
experimental space to test and observe color, lighting and particle effects.
Chapter 8: Lighting in Virtual Environments: Second Life and OpenSim
Beginner to advanced levels
Chapter 8 challenges the reader to think about and perceive 3D lighting in a new way. Starting
with the fundamental structure of what lighting does in a virtual world, the chapter pro-
gresses through lighting methodologies, environmental lighting effects, shadows, and
ambient occlusion. Types of lighting rendering are discussed as well as basic lighting setups
like portraits, night scenes, and product shots.
Project: Lighting three basic scenes in Second Life and OpenSim. In this project, you will
re-create and examine the structure of three basic lighting setups: a portrait, night scene,
and a product shot.
Chapter 9: Cameras and Collaborative Spaces (the Ideagora)
Beginner to intermediate levels
In Chapter 9, the reader’s attention is directed toward the importance of cameras in a virtual
world and how they relate to storytelling, narrative, and social interaction. Aspects of