Location: Virtual Worlds Education Roundtable
I ran a transcript of a talk by Georgia Tech faculty members Robert Todd and Chris Langston. VWER moderator Grizzla Pixelmaid moderated.
The information is very useful and provides a good case for using virtual worlds for Science, Technology, Engineering, and Mathematics (STEM) courses. Special thanks to Grizzla for pulling this event together on Feb. 2. Readers can get the full transcript here.
Showing posts with label best practices. Show all posts
Showing posts with label best practices. Show all posts
Thursday, February 16, 2012
Tuesday, January 24, 2012
Creating Claustrophobia in a Build
Location: Attic, Virtual House of Usher
I'm close to finishing the SL build, at least to the point where I'll open the doors for visitors. Later, we will schedule a few events with our Usher actors. I wanted, first, to address some concerns that my last group of students had in the OpenSim build.
See the chest to the left of my avatar? It's way too big, and I cannot resize it.
Normally, I'd build something or do without, but here, I decided to "leave it big" (also letting me pull out an old inventory item we liked before).
Students noted that the House in Jokaydia Grid was not cluttered and crowded enough, and in both OpenSim and SL builds run bigger, with taller ceilings, than most real-life spaces. That's the fault of 8' tall avatars and the clumsy way the camera follows us when we move.
To create claustrophobia in wide-open spaces, I have tried a few methods to "trick the eye." These reverse the process I wrote about for creating the illusion of vast distance. Notably:
adding low-prim partitions and obstacles in rooms
For now, at least, for low-volume simulations SL and OpenSim suit my needs perfectly. I've been back to the Trident Main Store again and again for items I cannot or do not wish to build. Unlike some of the mesh items from Turbosquid that John Lester showed me for building, the costs have been trivial, a few thousand Linden Dollars total.
I'm close to finishing the SL build, at least to the point where I'll open the doors for visitors. Later, we will schedule a few events with our Usher actors. I wanted, first, to address some concerns that my last group of students had in the OpenSim build.
See the chest to the left of my avatar? It's way too big, and I cannot resize it.
Normally, I'd build something or do without, but here, I decided to "leave it big" (also letting me pull out an old inventory item we liked before).
Students noted that the House in Jokaydia Grid was not cluttered and crowded enough, and in both OpenSim and SL builds run bigger, with taller ceilings, than most real-life spaces. That's the fault of 8' tall avatars and the clumsy way the camera follows us when we move.
To create claustrophobia in wide-open spaces, I have tried a few methods to "trick the eye." These reverse the process I wrote about for creating the illusion of vast distance. Notably:
adding low-prim partitions and obstacles in rooms
- splitting some Jokaydia-Grid rooms into two rooms in SL
- living with the jumbo-sized SL items, or making some things a little larger than to-scale. That way, space gets crowded!
- tinting distant items slightly darker to add complexity to the space. This also keeps the build from being too bright, a complaint by a few of my students last term.
- adding prims, such as rafters in the attic, that lower the ceiling without making the camera bounce around when an avatar walks.
For now, at least, for low-volume simulations SL and OpenSim suit my needs perfectly. I've been back to the Trident Main Store again and again for items I cannot or do not wish to build. Unlike some of the mesh items from Turbosquid that John Lester showed me for building, the costs have been trivial, a few thousand Linden Dollars total.
Thursday, June 2, 2011
Machinima Novices, Take Note: Pile o' Resources
Location: VWER meeting
We had a very productive session last week, and many veteran machinima-makers offered advice for free or cheap resources, screen-capture technology, machinima-friendly locations, and examples of best practices and inspiring work.
Have a look at the full transcript; I aggregated the links at the start for your reading pleasure. Then get out and make some movies!
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