Dynamic Designs of 3D Virtual Worlds Using Generative Design Agents
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1 Dynamic Designs of 3D Virtual Worlds Using Generative Design Agents Ning Gu and Mary Lou Maher Key Centre of Design Computing and Cognition University of Sydney
2 Concept of 3D Virtual Worlds Networked environments designed -using the metaphor of architecture, -supporting various activities online. Architectural metaphor provides a consistent context for people to: -interact with the environment, and -communicate with each other. Purposes of virtual worlds -Origin: military simulation and networked games. -Extend to support virtual community, online learning, design collaboration, virtual exhibitions,
3
4 3D Window Web Browser Avatar Chat Window
5 Dynamic Designs of 3D Virtual Worlds Current state: static virtual worlds -Virtual world components of being pre-defined like the built environments. -Design and implementation of the worlds separated in time from their use. Dynamic designs of 3D virtual worlds -For the moment: virtual worlds designed and implemented as needed. -Solution: the generative design agent (GDA) model: design agents for virtual worlds, and the agencies are given to virtual world occupants. -A GDA as a design agent: the design component of a GDA is a generative design grammar.
6 Agent Model for 3D Virtual Worlds Agents: intentional systems -operate independently and rationally, -seeking to achieve goals by interacting with their environments (Wooldridge and Jennings, 1995). Agent model for 3D virtual worlds (Maher and Gero, 2002) -A 3D virtual world as a multi-agent system: each object in the world can have agency.
7 A 3D Virtual World as a Society of Agents (Maher and Gero, 2002) Agent Element Agent Element Agent Element Current State of the World Events Initiated by Other Agents Sensors Effectors Sensation Perception Conception Hypothesizer Action Changes to the World Messages to Other Agents Agent Element Agent Element Agent Element Agent Element
8 The Generative Design Agent Model Generative design agents -Agencies are given to the occupants rather than components of the virtual worlds. -Roles of the GDAs: sense the virtual world, hypothesise current design goals, design and implement virtual places as needed. Significance -3D virtual worlds without being pre-defined like the built environments. -Virtual world designs influenced by the occupants rather than solely controlled by the designers.
9 External World (W ext ) GDA A ext 1 Sensors Interpreted World (W int ) E ext W ext 2 3 O ext O ext S 4 Expected World (W exp ) 5 Effectors 1. sensation, 2. interpretation, 3. hypothesising 4. designing, and 5. action activation.
10 The Generative Design Agent Model Interpretation -A GDA interprets the current state of the virtual world, and the current needs of the occupants (by observing their activities occurred in the virtual world). Hypothesising -A GDA hypothesises the current design goals in order to eliminate or reduce the mismatches between the current needs of the occupants and the current state of the virtual world. Designing -A GDA applies its generative design grammar to provide virtual world designs in order to satisfy the current design goals.
11 Designing 3D virtual worlds using grammars Why design grammars? -Design formalism: grammars provide a formal approach for describing and generating designs. -Compatibility: the compositional nature of design generation using grammars, is compatible with the view of virtual world designs as objects in relations. -Stylistic characterisations of virtual world designs.
12 The Generative Design Grammar Framework Designing 3D virtual worlds -Design for purposes: the functional aspects. -Design with metaphor: most noticeably, the visual/spatial aspect (ambient environments). Sets of design rules applied for different phases of designing virtual world. -To layout areas for designated activities online. -To configure each area with certain infrastructure, providing boundary and visual cues for supporting the designated activities. -To specify navigation methods. -To specify interactions by ascribing behaviours to selected objects in the virtual world.
13 Initial design or nil. Layout Rules Infrastructure Rules Navigation Rules Interaction Rules Layout of different areas for different activities. Different areas configured with infrastructures (set of objects). Different areas facilitated with way finding aids and/or hyperlinks. Final state of the design: different areas integrated with objects that have behaviours.
14 The Generative Design Grammar Framework General design rule structure -LHO + sl RHO -LHO: left-hand-side object/object set or object properties -LHO: right-hand-side object/object set or object properties -sl: state label(s) Application control. -State labels. -Generative design grammars are set grammars.
15 Layout Rules Purposes -visual/spatial rules that generate layout of different areas for supporting various activities in a virtual world. Design aspects -Similar solutions as the ones in the built environments due to the use of the architectural metaphor. -More freedom as virtual worlds do not have to obey physical constraints.
16 Examples of layout rules
17 Examples of generated layouts
18 Infrastructure Rules Purpose -visual/spatial rules that further configure each area by defining boundary and deciding object placements, after a layout is produced. Types of infrastructure rules -Similar solutions as the ones in the built environments due to the use of the architectural metaphor. -More freedom as virtual worlds do not have to obey physical constraints. -A consistent use of forms, colours and other visual/spatial elements are arguably more effective in supporting the occupants orientation and interaction.
19 Examples of infrastructure rules
20 A virtual museum design
21 Navigation Rules Purpose -To provide way finding aids such as visual cues or hyperlink portals, to support navigation in virtual worlds. -Not entirely visual/spatial. Navigation in 3D virtual worlds. -References to the built environments: spatial elements (paths, openings, hallways, stairs, intersections, landmarks, maps, signs ), and social elements (assistance from tour guides or other occupants). -Unique in virtual worlds: hyperlink portals.
22 Examples of navigation rules
23 Effect of an example navigation rule
24 Interaction Rules Purposes -To ascribe appropriate behaviours to selected objects in each areas. Occupants can then interact with these objects by triggering the behaviours. -Non-visual/spatial rules. Types of interaction rules -For the infrastructure rules: to ascribe behaviours to relevant objects, in order to support the designated activities in the area. -For the navigation rules: to look for way finding aids generated by the navigation rules and ascribe appropriate behaviours to activate them.
25 Effect of an example interaction rule
26 A virtual museum changes overtime during its use
27 Conclusion Generative design agent model -3D virtual worlds to be dynamically designed as needed, reflecting the occupants interests of a particular moment. Generative design grammar framework - Guidelines of developing generative design grammars for virtual worlds. - Formal approach to study the stylistic characterisation of virtual world designs, and integrate them into virtual worlds.
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