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Features

Agitating for Dramatic Change
For Further
Study
Façade
I
recommend reading the paper, "Mid-project
technical report, December 2002: Architecture, Authorial Idioms
and Early Observations of the Interactive Drama Façade".
The creators of Façade, a self-described "experiment
in electronic narrative", have built (and continue to refine)
a prototype that is very much like what I suggest in this article.
Here is my response to Façade.
The
idea of using a programming language that allows for parallel actions
is first rate. Organizing in terms of dramatic "beats"
and "beat goals" is a very good idea. Though they are
concentrating on a one-act play simulation, their "beat sequencer"
could be extended to manage the narrative and dramatic elements
for a multiple-act interactive play.
Having
read through the Façade paper quickly, I'm obviously
not an expert on their system, and it's possible that I've missed
some of the nuance in their project. But based on what I understand,
this is how I would proceed with the design of an ideal project.
I would follow the path of Michael Mateas, Andrew Stern, but with
some differences.
Missing in Façade is the idea of the characters coming
to the stage with actionable "attitude" - the end-result
of the characters innate tendencies and past experiences as described
by a dramatist in a biography. Instead, I get the feeling that the
characters come to the stage with neutral characterization, but
are inclined to take certain actions, per the author's beat goals
for that character. This is a subtle difference, but drama is about
subtlety. Characters can be more complex and evocative if they bring
the baggage of their backgrounds (as evidenced through their attitude,
which is evidenced through their habitual facial expressions, mannerisms,
and body posture), to the narrative actions they perform - especially
if they are required to perform actions that are in conflict with
their character baggage.
Also
missing is an authoring interface, which would allow a dramatist
who is not a programmer to create dramatic works with the drama
world engine they've created.
It appears that the reason the production of Façade
has been so work-intensive and time consuming is due to the fact
that just two people are doing most of the work, which is unreasonable
in a production of a commercial project. Also unrealistic for a
commercial project is the need to rely upon renaissance people who
are multiple language programmers, artists, storytellers and dramatists.
I think that it's important to create a utilitarian drama world
engine instead of worrying about narrative content at the beginning.
In short, I think that it's a mistake to create a drama world engine
around a specific narrative, and around specific people.
Though
the upfront work of creating the kind of machine Mateas and Stern
have created, along with an interface authoring shell, would be
an extensive commitment, once a "sim-drama-stage-with-authoring-interface"
is ready, many dramas could be produced with relative speed, when
compared to Façade, by someone who is simply a dramatist
trained to use the interface.
I see a paradigm where any good writer could provide narrative content
- with perhaps the direction and encouragement of a dramatist experienced
in using our drama world engine. This dramatist would understand
the need for starting with the pieces of a deconstructed narrative
that will come together in various ways in real time within the
drama simulation world.
Perhaps
such a drama-engine-trained dramatist would invent a new way of
working with writers. Animation writers are use to having someone
else create a world and certain key characters. They are accustomed
to pitching story ideas. When a story idea is accepted, the writer
is given a green light to create an outline. When the outline is
accepted the writer is given the green light to write the script.
And then the script usually goes through a polish. Perhaps in some
way similar a writer could pitch a story/ story-world idea. When
accepted the writer could pitch the biographies of key characters.
In other words, all of the key elements of a story/ drama would
be written, but the story itself would not. Instead, the narrative
elements would be pumped into the drama engine and the story would
happen in real time.
This
way the company only needs one extra development person, in addition
to artists and programmers - a trained drama world director who
could adapt anyone's writing. The company does not have to find
talented storytellers who are also interactive authors - a rare
commodity. Nor would the company have to find cutting edge, multi-language
programmers who are also dramatists and storytellers. Instead the
company, once it has committed to the creation of an easy to use
drama world engine, could hire and train a few drama sim world directors,
and get to work creating many drama sims in the same kind of production-line
way in which television and films are produced.
In
the paradigm I see, the very same drama world engine used for authoring
is also the drama world engine used by the public. Simply, it is
stripped of the authoring interface and replaced with the end user
interface.
I
understand the need for proof of concept demos. But a proof of concept
demo does not have to be even a one act dramatic simulation. Instead,
a proof of concept demo could be a demonstration of the ability
of a non-programmer user to direct synthespians, input dramatic
beats and beat goals and orchestrate the seamless movement from
dramatic moment to dramatic moment, and from scene to scene, and
from act to act. Wouldn't it be impressive to let someone else (an
executive) decide upon the narrative content of a demo, and then
within a couple of weeks be able to offer a real time interactive
drama based on the suggested narrative situation?
Let's
say that we want to create "sim-scene" demo after our
drama engine and authoring interface is built. Here's the situation:
the player engages a very harried synthespian to ask for directions.
Naturally there are a lot of ways to fake this scene, but let's
talk about how this could happen as a simulation of a real dramatic
interaction.
Say
the synthespian has a dramatist-induced need to get off stage, and
thus a goal to walk to part of the set, open a door, go through
it, and thereby leave the stage. But the synthespian has a dramatist-induced
mandate to stop and talk with whoever engages her in a kind way.
This is a basic moment of dramatic conflict. How does it work in
terms of design?
As
in Façade the synthespian has a base of possible beats,
each with beat goals, and the experiencer can interrupt these beats.
When the primary beat is interrupted before its goal is reached,
a secondary beat comes into play, etc. The synthespian is also a
learning chatter bot. It has the ability to "understand"
plain language. It can respond to plain language with a database
of possible things to say, as influenced by the current beat it's
working from and the real time actions of the player. The database
of possible responses is relational and divided into positive, neutral,
and negative responses. But there is also a timer, which impacts
"emotional sliders". Emotional inputs that can be "tuned"
in real time is something that I don't think Façade
has. The emotional inputs would be needs, wants, and biases. For
instance, the longer the synthespian is detained, the more the "need
slider" goes up. The more the "need slider goes up, the
more the "bias slider" (towards the experiencer) goes
down, towards negative. The more the synthespians' bias towards
the experiencer becomes negative, the more the apparent personality
of the synthespian (as shown through actions such as facial expression
and body language) becomes negative. At the same time the door the
synthespian must go through is mapped so that the synthespian recognizes
this environmental element as one that will resolve the need to
leave the stage, a la the "emotional topography mapping"
in the Sims. Façade doesn't seem to have this
kind of emotional topography mapping.
As
the synthespians "emotional sliders" go up and down, it
chooses from the appropriate group of possible things to say. In
the positive part of the database it can go through a give and take
conversation about "directions" in a pleasant, evocative
way. This would be the response to an experiencer input such as,
"Pardon me." In the neutral part of the database would
be responses to experiencer input such as, "Wait - I need directions!"
On the negative side of the database the synthespian can go through
a give and take conversation about being very busy and really having
to leave now. At the far end of the negative database the synthespian
can decide to tell the experiencer off, break away from the conversation,
go to the door, and leave the stage. This would be a response to
something like, "Hey, you! Stop! I want directions."
Of
course this is a simplified example and the possible interactions
would be more complex. For instance, the experiencer could start
off on the positive side of the synthespian, but then end up pissing
her off after a substantial interaction and emotional roller coaster.
Perhaps as the conversation gets longer and longer she has more
and more of a propensity to look at the door leading off stage and
back away in that direction, etc. Perhaps just delaying her long
enough, no matter how pleasant the experiencer is, will cause the
synthespian to become more and more frantic (as evidenced by her
facial mannerisms, gestures, body language and other physical actions).
In terms of voice, the tone, strength of consonants, and rhythm
could change as informed by emotional sliders. So, instead of immediate
and global actions for the synthespians, as in Façade,
I would concentrate on pre-defined emotional baggage, as expressed
through habitual actions, which compete for expression with actions
appropriate for the real time interaction taking place. Also competing
for expression are actions informed by the author's mandated need
to get off the stage. This mandate is the outcome of an authored
need, which responds to a set mapped with emotional topography,
as in The Sims. The need is to leave the stage. The door
is mapped with potential to resolve this need. Finally, there would
be a timer, and emotional sliders. The emotional sliders, timer
and emotional topography could spawn beats. As in Façade,
a drama manager would choose the beat actions with the highest priority
on a moment-by-moment basis.
I
would follow the path of Façade, but I would ask that
the drama engine be created with utility in mind, rather than around
a specific narrative. I would add needs, wants, and biases to our
synthespians, which can be modified as "emotional sliders"
in real time in response to other synthespian actions, player actions,
and environmental events. I would want the ability to give the synthespians
"emotional baggage", as evidenced through habitual actions
and mannerisms. I would map the set with an emotional topography,
as in The Sims so that some of the authoring would be taken
over by the machine. Finally, I would call for an authoring interface
that a non-programmer dramatist could use to create dramas with
the drama engine.
Like
a stage director or a film director, a dramatist trained to use
our drama engine through a friendly interface (and probably with
the help of other specialists -- like set builders, lighters, animators,
etc.) would interpret anyone's written word, and make the thousands
of decisions necessary to create an evocative synthetic drama --
in a predictable, financially viable, timeline.
Crowd!
Crowd!
is a behavioral animation system built on a real-time engine called
Neuro!Machine, which will be released in November by Vital
Idea. With Crowd!, digital artists can integrate SynThespians
into shots. These 3D performers follow rules for behavioral animation
and can be directed to simulate any number of real world applications,
including: battle sequences, filling stadiums, filling open spaces,
the dynamic of city streets.
Originally
conceived in 2001 with the internal development name Doppleganger,
Crowd! has been in development for more than two years. It began
as a plug-in to extend the power of an existing package; however,
it rapidly "took on a life of its own."
Neuro!Machine
may be integrated into an existing realtime gaming engine or be
accessed via Crowd!Serve servers for realtime simulation over a
network. Crowd! is an artificial intelligence-based standalone animation
system for film, broadcast, simulation and electronic gaming.
Features
include:
-
A distributed neural interactive simulation engine. Using Crowd!Serve,
multiple machines across a network can offload the artificial
intelligence computation for virtual performers in a sequence.
-
Intuitive, extensible, artist-friendly Interface: instead of having
to be a programmer to use Crowd!, a node-based interface allows
artists to visually develop complex behaviors for each digital
performer.
-
Frame-based animation system: trigger events can be keyframed
within the system to ensure maximum control. Performers within
the scene listen for a trigger (for example, "Open Door")
and respond at the given frame.
-
Parallel state machines: multiple state machines may be linked
to a performer, based on priority, to drive complex behaviors.
-
Non-linear animation: by animating, or motion capturing, a set
of animation cycles, performers within the scene can use non-linear
animation to generate a number of unique movements.
-
Scripting language: using the Crowd!Script Language (CSL), the
system may be extended to support your specific needs.
The
Mind-Boggling Future Of Virtual Reality
By Sarah Scott Saturday National Post - Canada
March 17, 2002
"In
the next decades, we're going to have worlds and renditions of reality
that will make our modern way of thinking of the world -- perspectival
and cognitive and mathematical and certain -- seem almost medieval."
"It
is perhaps inevitable that, at the end of this story, science reunites
with fiction. The U.S. military has used simulators for a long time
to teach trainees how to fly a plane or use other types of machinery.
Now, the military is taking simulation to a whole new level. It's
set up the Institute for Creative Technologies at the University
of Southern California -- an assembly of people from film, games,
computer science and the army -- to create a virtual training ground
filled with virtual people. "The goal is to create a prototype
of something like the Holodeck," says Dr. Bill Swartout, the
institute's technical director. Some of the people at ICT even worked
on Star Trek, he says. "The Holodeck is a source of inspiration.
It suggests research paths we're going down."
http://www.nationalpost.com/artslife/story.html?f=/stories/20020316/352666.html
Source:
Gamasutra 2.11.02
MIT
Invents Videos Of People Saying Things They Never Said
By Gareth Cook
Boston Globe Staff
May 15, 2002
"CAMBRIDGE
- Scientists at the Massachusetts Institute of Technology have created
the first realistic videos of people saying things they never said
- a scientific leap that raises unsettling questions about falsifying
the moving image.
In one demonstration, the researchers taped a woman speaking into
a camera, and then reprocessed the footage into a new video that
showed her speaking entirely new sentences, and even mouthing words
to a song in Japanese, a language she does not speak. The results
were enough to fool viewers consistently, the researchers report.
The technique's inventors say it could be used in video games and
movie special effects
"
Gareth Cook can be reached at cook@globe.com.
This story ran on page A1 of the Boston Globe on 5/15/2002.
© Copyright 2002 Globe Newspaper
http://www.boston.com
Eyematic
Awarded Four U.S. Patents
May 24, 2002
Eyematic,
the creators of the FaceStation software has been awarded four U.S.
patents covering its facial animation and visual sensing technology.
The FaceStation software uses the technology (developed over the
past 10 years) to automate the 3D facial animation process for game,
feature film, TV, web and wireless content creation. By using a
standard Windows PC and a video device such as a webcam or DV camcorder,
the FaceStation is able to allow an actor to "drive" a
fully textured 3D head in realtime using their own facial expressions
and head movements.
Before
the creation of FaceStation, realistic 3D facial animation was limited
to a small number of high-end applications, because of the expensive
mocap hardware and laborious manual keyframe editing and process
involved. "The visual sensing technology in FaceStation is
a remarkable accomplishment. With it, FaceStation changes the rules
and allows any 3D artist to create high quality facial animation
in record time, regardless of budget or expertise," says Orang
Dialameh, president and co-founder of Eyematic. For more info, check
out www.eyematic.com
"Robots
You Can Relate To"
Source:
WIRED Magazine
Vision:
Machines that interact with people the way people do.
Why:
Sociable robots could teach the young, care for the infirm -- even
befriend the lonely.
Visionary:
Cynthia Breazeal, 34.
Day
job:
Director of the robotic life group at MIT's Media Lab.
Breakthrough:
In 2000, Breazeal created kismet, a robot head that displays a range
of facial expressions in response to natural human visual and auditory
cues. Her newest creature, Leonardo, maintains eye contact with
its human companions and moves with surreal grace. Thanks to its
touch-sensitive artificial skin, the furry, gremlin-like creature
actually twitches when you tickle its ears and shyly pulls away
if you try to hold its hand.
Who's
paying attention:
Hollywood
special effects company Stan Winston studio is collaborating with
Breazeal on Leonardo. Her corporate sponsors include IBM, Intel,
learning lab Denmark, Lego, Mattel, Nokia, and Sony, all of which
are interested in natural human communication interfaces.
Quote:
"Think
of your most beloved robot character in science fiction. That's
essentially what I'm trying to build."
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