15,727 research outputs found

    Interaction and Expressivity in Video Games: Harnessing the Rhetoric of Film

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    The film-maker uses the camera and editing creatively, not simply to present the action of the film but also to set up a particular relation between the action and the viewer. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player’s appreciation of and engagement with the game. This paper discusses methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users

    Narrative Generation in Entertainment: Using Artificial Intelligence Planning

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    From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This ‘AI software’ is often used to tackle more mundane tasks that are otherwise dangerous or meticulous for a human to accomplish. One particular area, explored in this paper, is for AI software to assist in supporting the enjoyable aspects of the lives of humans. Entertainment is one of these aspects, and often includes storytelling in some form no matter what the type of media, including television, films, video games, etc. This paper aims to explore the ability of AI software to automate the story-creation and story-telling process. This is part of the field of Automatic Narrative Generator (ANG), which aims to produce intuitive interfaces to support people (without any previous programming experience) to use tools to generate stories, based on their ideas of the kind of characters, intentions, events and spaces they want to be in the story. The paper includes details of such AI software created by the author that can be downloaded and used by the reader for this purpose. Applications of this kind of technology include the automatic generation of story lines for ‘soap operas’

    Towards Industrialized Conception and Production of Serious Games

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    Serious Games (SGs) have experienced a tremendous outburst these last years. Video game companies have been producing fun, user-friendly SGs, but their educational value has yet to be proven. Meanwhile, cognition research scientist have been developing SGs in such a way as to guarantee an educational gain, but the fun and attractive characteristics featured often would not meet the public's expectations. The ideal SG must combine these two aspects while still being economically viable. In this article, we propose a production chain model to efficiently conceive and produce SGs that are certified for their educational gain and fun qualities. Each step of this chain will be described along with the human actors, the tools and the documents that intervene

    Focussed palmtop information access combining starfield displays and profile-based recommendations

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    This paper presents two palmtop applications: Taeneb CityGuide and Taeneb ConferenceGuide. Both applications are centred around Starfield displays on palmtop computers - this provides fast, dynamic access to information on a small platform. The paper describes the applications focussing on this novel palmtop information access method and on the user-profiling aspect of the CityGuide, where restaurants are recommended to users based on both the match of restaurant type to the users' observed previous interactions and the rating given by reviewers with similar observed preferences

    Interactive displays in medical art

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    Medical illustration is a field of visual communication with a long history. Traditional medical illustrations are static, 2-D, printed images; highly realistic depictions of the gross morphology of anatomical structures. Today medicine requires the visualization of structures and processes that have never before been seen. Complex 3-D spatial relationships require interpretation from 2-D diagnostic imagery. Pictures that move in real time have become clinical and research tools for physicians. Medical illustrators are involved with the development of interactive visual displays for three different, but not discrete, functions: as educational materials, as clinical and research tools, and as data bases of standard imagery used to produce visuals. The production of interactive displays in the medical arts is examined

    A NPC Behaviour Definition System for Use by Programmers and Designers

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    In this paper we describe ZBL/0, a scripting system for defining NPC (Non Player Character) behaviour in FPS (First Person Shooter) games. ZBL/0 has been used to illustrate the use of scripting systems in computer games in general and the scripting of NPC behaviour in particular in the context of a book on game development. Many novice game designers have clear ideas about how the computer game they imagine should work but have little knowledge – if any – about how their ideas can be implemented. This is why books on game creation (design, programming etc.), as well as all-in-one game creation systems – especially designed for ease of use and intended for an amateur audience – enjoy great popularity. A large proportion of these books however merely present solutions in the form of descriptions and explanations of specific implementations with inadequate explanations of principles. While this may benefit rapid application development it often does not lead to a deeper understanding of the underlying concepts. The understanding of rule-based behaviour definition through simple scripting in computer games and the development of such scripts by programmers and designers is what we aim to address with the ZBL/0 system

    When images work faster than words: The integration of content-based image retrieval with the Northumbria Watermark Archive

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    Information on the manufacture, history, provenance, identification, care and conservation of paper-based artwork/objects is disparate and not always readily available. The Northumbria Watermark Archive will incorporate such material into a database, which will be made freely available on the Internet providing an invaluable resource for conservation, research and education. The efficiency of a database is highly dependant on its search mechanism. Text based mechanisms are frequently ineffective when a range of descriptive terminologies might be used i.e. when describing images or translating from foreign languages. In such cases a Content Based Image Retrieval (CBIR) system can be more effective. Watermarks provide paper with unique visual identification characteristics and have been used to provide a point of entry to the archive that is more efficient and effective than a text based search mechanism. The research carried out has the potential to be applied to any numerically large collection of images with distinctive features of colour, shape or texture i.e. coins, architectural features, picture frame profiles, hallmarks, Japanese artists stamps etc. Although the establishment of an electronic archive incorporating a CBIR system can undoubtedly improve access to large collections of images and related data, the development is rarely trouble free. This paper discusses some of the issues that must be considered i.e. collaboration between disciplines; project management; copying and digitising objects; content based image retrieval; the Northumbria Watermark Archive; the use of standardised terminology within a database as well as copyright issues

    DocuDrama

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    This paper presents an approach combining concepts of virtual storytelling with cooperative processes. We will describe why storytelling is relevant in cooperation support applications. We will outline how storytelling concepts provide a new quality for groupware applications. Different prototypes illustrate a combination of a groupware application with various storytelling components in a Theatre of Work

    Learning From Movie-Sets Coordination

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    A comparative study of large, professional movie sets and construction sites revealed that conditions for movie production were far more complex and unpredictable, with sudden surprises, changing facilities and often hundreds of people from independent professional groups to be coordinated from hour to hour at different locations (Egebjerg, 2012). These are the uncertain production conditions that we usually hear of as an excuse for not being able to control construction sites. Yet the study also shows that the movie industry is far better at controlling production time, budget and quality exactly as initially planned (Deloitte, 2010). Part of the explanation for this different performance is a process management system that large movie studios have developed over the years including a digital tool for micro-managing the process in a flexible way to suit the dynamic processes. Both industries live with the reality of obstacles occurring on the ‘critical path’ and the process becoming not as fast as anticipated. So there is a need for a map of alternative ‘short cuts’ to get back on track. Usually this work is managed inside the head of a professional construction manager, but even the best person in the job can become tired from keeping a high level of overview, information and coordination of escalating problem chains. This paper describes the innovative experiment of designing and testing on construction professionals a proto-version of a similar digital tool and system to that used on movie sets for detailed scheduling, coordinating and micro-managing construction processes. The current working name for this digital tool is “Short Cut”, and it is seen as a future supplement to common scheduling tools with application for project parts that are particular sensitive to deadlines or other complexities
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