Differences between revisions 18 and 19
Revision 18 as of 2005-03-10 10:44:02
Size: 8292
Editor: dyn-175098
Comment:
Revision 19 as of 2008-10-03 20:20:39
Size: 8292
Editor: localhost
Comment: converted to 1.6 markup
Deletions are marked like this. Additions are marked like this.
Line 3: Line 3:
[[TableOfContents]] <<TableOfContents>>
Line 44: Line 44:
  ''SMIL has the potential to support distributed media, but as a standard, it only controls distributed media over several window containers on the same computer/device. -- JunHu [[DateTime(2005-03-09T10:14:00Z)]]''   ''SMIL has the potential to support distributed media, but as a standard, it only controls distributed media over several window containers on the same computer/device. -- JunHu <<DateTime(2005-03-09T10:14:00Z)>>''
Line 55: Line 55:
  ''StoryML is not based on SMIL, but rather a higher level of SMIL. It has certian advantages, but it also limits itself from controlling objects at the level that SMIL can do. We are going to invent a new markup language this time, based on SMIL, but somewhere between StoryML and SMIL. I am pleased that you start looking around different technologies and summerizing your understanding out of the research. -- JunHu [[DateTime(2005-03-09T10:14:00Z)]]''   ''StoryML is not based on SMIL, but rather a higher level of SMIL. It has certian advantages, but it also limits itself from controlling objects at the level that SMIL can do. We are going to invent a new markup language this time, based on SMIL, but somewhere between StoryML and SMIL. I am pleased that you start looking around different technologies and summerizing your understanding out of the research. -- JunHu <<DateTime(2005-03-09T10:14:00Z)>>''
Line 62: Line 62:
 ''Yes, but using something like StoryML, instead of StoryML . -- JunHu [[DateTime(2005-03-09T10:23:10Z)]]''  ''Yes, but using something like StoryML, instead of StoryML . -- JunHu <<DateTime(2005-03-09T10:23:10Z)>>''

Work done in week 10

Brainstorm techniques

I'll prepare the following:

Warm up

This is a secret untill the brainstorm

The wildest idea technique

When you're generating ideas you've got all kinds of crazy ideas. The use of the wildes idea brainstorm technique is to get these ideas out. When you've got all your wild ideas out it's time to divergate. Each team member chooses what he thinks of as the wildest idea. Then everybody start thinking about what is good about this idea. These good points can be a starting point for practical and realistic ideas.

The reversals technique

The reverslas technique is quite simple. The only thing that you should do is to switch the "kernwoorden" in the problem definition. In example: Problem: How can I protect my children from the chrristmas tree. The "kernwoorden" are: I, children and christmas tree. When you switch the "kernwoorden" you'll get for instance: How can I protect the christmas tree from my children. This gives a total new view on the problem. New ideas arise.

In short the technique works as follows:

  1. Define the problem in one sentence
  2. Point out the "kernwoorden" in the problem definition
  3. Switch the "kernwoorden" in all possible ways
  4. Write down all the new problem definitions
  5. Find ideas for the new problem definitions. Forget the original problem while doing this.

MPEG 4
MPEG 4 is a fairly new video standard. This standard makes video steams suited for different devices. From cell phones to PDA’s to TV’s and to computers with a broadband internet connection. This is because the different parts of a video (sounds, moving pictures, still pictures) are objects within this standard. So that i.e. only the most important objects will be seen when streaming a movie on a cell phone. Another great advantage of MPEG 4 is that the different objects within a movie can be influenced by the user. This is particularly interesting for our project. Because the movie consists of objects that can be altered by the user an interactivity that goes further than play, pause and stop becomes possible.
SMIL
SMIL is something similar to MPEG 4. But where in MPEG 4 the different objects are always on the same device, they can be on different devices with SMIL. This is called distributed media.
  • SMIL has the potential to support distributed media, but as a standard, it only controls distributed media over several window containers on the same computer/device. -- JunHu 2005-03-09 10:14:00

StoryML
(As far as I can see) StoryML is based on SMIL. The storyML player is used i.e. on the NexTV project Jun Hu worked on. In StoryML there is an “Interactor Manager” that is able to communicate with the different interactors connected to the system (like a light and a robot). When a certain action is requires (for instance there should be red light in the room) the Interactor manager sends out a message to all interactors. The interactors, in turn, send a message back to the Interaction Manager with their capabilities (for instance talking, or change the clolor of the light). When a capability of a interactor matches the required action the Interactor manage transfers the tasks to the interactor. The interactor keeps “in touch” with the interactor manager with handshake messages that are sent on a regular basis. When a connection is lost the interaction manager can immediately find a new interactor, which can continue the task. So it’s possible to keep adding, or subtracting interactors from the system
  • StoryML is not based on SMIL, but rather a higher level of SMIL. It has certian advantages, but it also limits itself from controlling objects at the level that SMIL can do. We are going to invent a new markup language this time, based on SMIL, but somewhere between StoryML and SMIL. I am pleased that you start looking around different technologies and summerizing your understanding out of the research. -- JunHu 2005-03-09 10:14:00


Conclusion

Using software like StoryML we'll have a Mov'In that concists of different objects. These objects can be all sorts of things like a 3d object, a picture, an animation or another movie fragment. Interactivity is reached because all the objects can be altered by the user. The objects shouildn't necessary be on one device, but can be on different devices.

  • Yes, but using something like StoryML, instead of StoryML . -- JunHu 2005-03-09 10:23:10


Work done in week 9.

RESEARCH modern theatre

I’ve looked at modern styles of theatre in which the audience is (actively) involved. I will describe different currents within modern theatre below and mention what they could mean to our project.

Traditional theatre In traditional theatre or drama the audience and performers are separated by space. The performers know the outcome of the plot and the audience sits back and watches it happening. The “character” and nature of the character is revealed through dialog and lines. Further the script is usually linear. The story takes a fixed way from A to B.At the end of the evening everybody knows all the information about the plot and there are usually no loose ends.


You can see that traditional theatre and traditional film are much alike. This might indicate that we can use changes that are made in traditional theatre to make it modern theatre in our concept.


Interactive theatre Basically in interactive Drama each participant is both performer and audience.Roles can be assigned to participants, or participants make up their own character. (the character should fit in the plot). The only one who knows the “whole truth” is the director or scenario writer. The performers role play until the plot is resolved one way or another. Ever time the scenario is played there might be a different conclusion.


This is the most interaction you can get from an “audience” they actively play along. Implementing interactive theatre into Mov’in would require a lot of virtual intelligence and lots of movie streams, so that the movie reacts properly to the actions of the “audience”.


Environmental theatre En

Hyperdrama In hyperdrama the traditional linear script is ‘exploded” into branches. The action doesn’t take place on one stage, but in different spaces. Further action on the different “stages” takes place simultaneously. When you decide to keep watching to the main stage you will see the traditional plot as it is intended by the original playwright. To make the original plot more interesting the playwright usually decides to let some action off stage (after a romantic scene the man and his wife move of the stage, what will happen there…….).But since you can’t be offstage in a hyperdrama the hyperdramatist would write this action, so you can decide to follow the different actors as some kind of voyeur. At the end of the play you might or might not know the plot. This makes it interesting to keep on seeing the play until you’ve seen all sides of the play. (Voyeuring different actors each time the play is played.)

(hyperdrama is inspired on hypertext. The protocol that is used for internet browsing. Clicking on different liks will takeyou to different places).


This might be very interesting for our concept. There still can be a main plot just as in the traditional movie, but the “audience” can decide to see (parts) of the movie from a different kind of view. Second advantage of this hyperdrama is that it is highly addictive (when done properly). The big difference between the space in which hyperdrama is played and the living room is that the play and the location are tuned to each other, while the living room and the movie usually have nothing in common.


Interactive Drama (Interactive drama is not interactive theatre) In interactive drama the audience is a computer user. He is an actor as well and his actions can modify the story itself.

JunHu: RutgerMenges (last edited 2008-10-03 20:20:39 by localhost)