Re: testing...

2001-08-03 Thread Michael St. Hippolyte

I hope everybody is just on vacation, it would be sad to see this point of
light so to speak fade to black...

-mash

At 11:53 AM 7/29/01 +1000, Miriam English wrote:
Is the list still alive?
Just a test. :-)


-=-=-=-=-=-=--
Q. What is the similarity between an elephant and a grape?
A. They are both purple... except for the elephant.
-=-=-=-=-=-=--
http://werple.net.au/~miriam
http://members.optushome.com.au/miriame
Virtual Reality Association  http://www.vr.org.au






Re: content on the Web

1999-12-23 Thread Michael St. Hippolyte

Dennis McKenzie wrote:

I'm married to the concept not the file format.

That's the way I feel too.  Even though my bread is buttered with VRML, I
believe the real magic comes not from the technology but the way it's used.
 My goal is not to create cool worlds but to create good interactive
stories, in 2D, 3D, 2.5D or whatever other D does the job.  I happen to
like 3D because of my own approach to interactive fiction, which is to
replace time with space as the organizing principle.  Not that you can't do
this in 2D, but if you're going to build a spatial model to hold the story
you might as well use the same model to generate the story's visual
representation.

Mostly I want to wanted to
reply to wish my friends on the list all of the best for the Holidays

Same here!

 in hopes that one of them would buy me a really expensive HMD for 
Christmas.

(I'll settle for a cheap one.)

Michael



Re: content on the Web

1999-12-22 Thread Michael St. Hippolyte

Jed Hartman wrote:

I've looked at some of the Flash cartoons out there, and so far I 
haven't been impressed -- the art mostly *looks* fine (though still 
nothing to write home about), but the stories are mostly just bad. 
Is that a natural consequence of Sturgeon's Law and/or growing pains 
of a new medium?  Are the good storytellers just hard to find among 
the chaff?  Or are they biding their time, waiting for a better 
medium/format?

Sturgeon's law?  Is that Theodore Sturgeon, the sci fi writer?  What does
the law say?

Michael



Re: Introduction

1999-03-19 Thread Michael St. Hippolyte

At 01:35 AM 3/19/99 -0800, J C Lawrence wrote:

Our esteemed list owner has suggested that I introduce myself, and
comment on my interest in VRML-Lit.

Welcome!

However, the VRML-Lit list owner has suggested that the continued
existance of this archive needs to be blessed by the membership.  I
would like to continue archiving the list -- there really is a lot of
mutual interest between the two lists.  May I?

By all means, yes! (speaking only for myself)  


...
Michael St. Hippolyte[EMAIL PROTECTED]
Trapezium Development LLC  http://www.trapezium.com



RE: cool content 'The Long View'

1999-02-17 Thread Michael St. Hippolyte

One application category conspicuously absent in the X3D comments and
documents I've seen is storytelling.

I don't think this is cause for alarm.  I do think it is a good reason to
think about viewing X3D not as a storytelling medium but as one component
of a storytelling medium.

Here's another way to look at it.  Which model is better:

1. A browser loaded with big plugins and players, each of which handles a
complex combination of audio and graphics (shockwave, realplayer, VRML, MPEG)

2. A browser loaded with composable and synchronizable components, each of
which handles a specific medium (audio, 2D graphics, 3D graphics, controls)

#1 is what we have now.  It seems to me that #2 is a much better option.
Rather than have a dozen mostly mediocre audio (for instance)
implementations you'd have one really good one.  Ditto for all the other
capabilities.  #2 would be especially appropriate for storytelling, which
can potentially make use of any combination of media.

The hard part of course is the "composable and synchronizable" part.  But
it seems to me that this is a question that must be settled between all the
media, not in a single medium such as 3D graphics.

Michael




narrative dynamics

1998-12-01 Thread Michael St. Hippolyte
ch a geometry might even be a useful way of discovering new storytelling
approaches.  For instance, I can envision a story built of layers, a
nonlinear, deterministic story layer on top of a linear, nodeterministic
location layer.  The story layer would consist of one or more narrative
threads, each one persistent and global in nature.  The location layer, by
contrast, would consist of separate, self-contained locations, affected
perhaps by changing global values (time, weather, etc.) but not directly by
narrative states (hence linear, narratively speaking).  They would be the
narrative equivalent of texture, providing ambience.  Because they are
independent of the story, they can be kept relatively simple, are easy to
reuse, and may be independently authored.

A simple example of this would be to stage performances in other people's
worlds.  Avatars invading Alan Taylor's space station and doing Hamlet for
instance.  More ambitiously, one could create a whole constellation of
elaborate simulations, each one providing rich local color to serve as the
context for the unfolding story.  "My linear, nonderministic local
simulation or yours...?"

Michael


...........
Michael St. Hippolyte[EMAIL PROTECTED]
Trapezium Development LLC  http://www.trapezium.com



Re: Some good links

1998-06-18 Thread Michael St. Hippolyte

Dennis wrote:

One of the things not covered in almost all of these nonlinear/interactive
story essays is dealing with a realtime 3D interface.

By way of disclaimer, I wrote the particular paper you're referring to in
1995, when my own computer graphics experience was decidedly 2D.  But that
didn't last long.  The approaches to nonlinear narrative which I find the
most promising revolve around a shift from time to space, so the idea of
using a 3D simulation as the basis was very attractive.  In 1996 I looked
into VRML as a possible medium for interactive fiction and quickly decided
it was a more than viable platform.  Needless to say I haven't changed my
mind since then.

 I think this makes a
difference in how things are handled storywise. First of all, do we want to
go outside of 3d space (into textual space) to handle the interface? My own
thought is no we don't. Keeping the story immersive is hard enough without
the interactor's attention constantly being forced to deal with an
interface outside of the physical space of the story.

I completely agree (as a strategy, not as an iron clad rule).  If there is
any message I wanted to get across in my paper, it's that for authors of
interactive literature Limits Are Good.  3D is very good at giving the
appearance of infinite choice while imposing strict limits through geometry
or navigation.  What the viewer really wants is not infinite choice but joy
of exploration.  

Michael