34,853 research outputs found

    Intelligent Lighting for Game Environments

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    Lighting design is an important topic of game development. There are many functions that lighting assumes in game environments, including directing attention, establishing good action visibility, evoking emotions, setting atmosphere, and providing depth. Current lighting design techniques rely on static manually designed lighting, where designers set up the positions, angles, and colors for each light in a level. Game environments are dynamic and unpredictable; physical and narrative scene content, including character locations, tension, and narrative goals, change unpredictably in real time due to user interaction. Thus, current static techniques often do not adequately adapt to serve desired aesthetic and communicative functions or perceptual effects. Recently, Doom 3 incorporated dynamic real-time lighting and demonstrated many advantages of using real-time dynamic lighting in games, including heightening the emotional engagement and enhancing the overall interactive experience. However, the technique is scripted and tightly coupled to game content. In this article, we present ELE (Expressive Lighting Engine), an intelligent lighting system that automatically sets and adjusts scene lighting in real time to achieve aesthetic and communicative functions, including evoking emotions, directing visual focus, and providing visibility and depth. ELE operates as a separate system that interacts with game/graphics engines through a standard interface. In this article, we will discuss ELE and its interface with Unreal Tournament 2003. We will also present results showing ELE in action. These results show: the utility of real-time adaptive lighting in providing visual focus, setting atmosphere, evoking emotions, and establishing visibility during interaction in interactive environments; and acceleration in the development process due to the introduction of an automatic system for lighting that can be overridden by designers at a high level, thus eliminating the time-consuming process of setting individual light parameters for each level and scene

    An Interactive Narrative Architecture Based on Filmmaking Theory

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    Designing and developing an interactive narrative experience includes development of story content as well as a visual composition plan for visually realizing the story content. Theatre directors, filmmakers, and animators have emphasized the importance of visual design. Choices of character placements, lighting configuration, and camera movements, have been documented by designers to have direct impact on communicating the narrative, evoking emotions and moods, and engaging viewers. Many research projects focused on adapting the narrative content to the interaction, yet little attention was given to adapting the visual presentation. In this paper, I present a new approach to interactive narrative – an approach based on filmmaking theory. I propose an interactive narrative architecture, that in addition to dynamically selecting narrative events that suit the continuously changing situation, it automatically, and in real-time, reconfigures the visual design integrating camera movements, lighting modulation, and character movements. The architecture utilizes rules extracted from filmmaking, cinematography, and visual arts theories. I argue that such adaptation will lead to increased engagement and enriched interactive narrative experience

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    Harnessing the Power of Music & Sound Design in Interactive Media

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    The history of the development of sound on film offers us lessons for the development of sound and music for interactive artforms. Now that technological developments have enabled almost unrestricted importation of audio into interactive platforms, the time has come for us to ask: is the content of the audio good enough

    Narrating the past: virtual environments and narrative

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    This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830’s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill

    Moveable worlds/digital scenographies

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ Intellect Ltd 2010.The mixed reality choreographic installation UKIYO explored in this article reflects an interest in scenographic practices that connect physical space to virtual worlds and explore how performers can move between material and immaterial spaces. The spatial design for UKIYO is inspired by Japanese hanamichi and western fashion runways, emphasizing the research production company's commitment to various creative crossovers between movement languages, innovative wearable design for interactive performance, acoustic and electronic sound processing and digital image objects that have a plastic as well as an immaterial/virtual dimension. The work integrates various forms of making art in order to visualize things that are not in themselves visual, or which connect visual and kinaesthetic/tactile/auditory experiences. The ‘Moveable Worlds’ in this essay are also reflections of the narrative spaces, subtexts and auditory relationships in the mutating matrix of an installation-space inviting the audience to move around and follow its sensorial experiences, drawn near to the bodies of the dancers.Brunel University, the British Council, and the Japan Foundation

    Optimizing Player and Viewer Amusement in Suspense Video Games

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    Broadcast video games need to provide amusement to both players and audience. To achieve this, one of the most consumed genres is suspense, due to the psychological effects it has on both roles. Suspense is typically achieved in video games by controlling the amount of delivered information about the location of the threat. However, previous research suggests that players need more frequent information to reach similar amusement than viewers, even at the cost of jeopardizing viewers' engagement. In order to obtain models that maximize amusement for both interactive and passive audiences, we conducted an experiment in which a group of subjects played a suspenseful video game while another group watched it remotely. The subjects were asked to report their perceived suspense and amusement, and the data were used to obtain regression models for two common strategies to evoke suspense in video games: by alerting when the threat is approaching and by random circumstantial indications about the location of the threat. The results suggest that the optimal level is reached through randomly providing the minimal amount of information that still allows players to counteract the threat.We reckon that these results can be applied to a broad narrative media, beyond interactive games
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