jeffs

--
Jeff Sonstein      http://www.blaxxun.com
   http://ariadne.iz.net/~jeffs/jeffs.asc
=========================================
Director of Technical Support
blaxxun Interactive

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["Bullard, Claude L (Len)" <[EMAIL PROTECTED]>] 


>From [EMAIL PROTECTED]  Wed May 19 07:59:01 1999
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From: "Bullard, Claude L (Len)" <[EMAIL PROTECTED]>
To: Andrew Phelps <[EMAIL PROTECTED]>,
        Jeff Sonstein
         <[EMAIL PROTECTED]>, Constantin Rahn <[EMAIL PROTECTED]>
Cc: Steve Guynup <[EMAIL PROTECTED]>, [EMAIL PROTECTED],
        [EMAIL PROTECTED], [EMAIL PROTECTED]
Subject: RE: Get the Paper While its HOT =)
Date: Wed, 19 May 1999 09:52:17 -0500
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Good work!   Excellent!

Stagecraft of "business" - gestural actions of characters usually added by
the actors to create 
depth of character.  These can be seen as "evocative" actions, not
invocative.  In this case, it 
may be hard to establish "causality" in terms of the A->B model of a
database transaction or 
unit of work.  Pre and post conditions of navigation nodes fit the A->B
model at a higher 
level (Scene transitions or set-ups), but stage craft affects what you
described as the 
"chaotic" human actions.  An area of follow on investigation would be 
incorporating a standard set of controls for h-anim-based characters which
can 
be specialized (sub-classed).  For example, a blink or eye brow movement
which 
can be modified and renamed "nervous twitch".  There are some references in
the 
vrml-lit list to work in that area.  Stories without these are perceived as
"flat" 
(the reaction of many to Phantom Menace - all effects and action without 
character development).  One area where simulation approaches storytelling
is 
in requiring a human player to "stay in character".  A player chooses a list

of characteristics of a character then must keep these unless the simulation

characteristic/methods enable them to be modified.  So there is still a
system 
character (the author/director setup) and the choices the actor can make.  

Note:  Clint Eastwood points out the concept of "punctuation of actions" 
related to knowledge of scene editing.  Setups for transitions can be 
very economical if the actor and the director cooperate on this.  This 
is a good pointer when you start to extend from single scenes to multi-scene

stories.

It may not be critical to the system that it be capable of storytelling at
all.   
Once one introduces multi-players, and user and system controls with a
feedback 
loop modeled as database transactions, *storytelling* may not be an
appropriate model. 
One might say "story evolving" but that isn't catchy enough.  The
discriminating feature of 
non-linear systems is the degree and means by which they support 
emergent features.  A story teller may create variant features but 
if the story must have the same overall feature set in any medium or 
version, is emergence established?

The system you described where players cooperate or don't to get a piece of
information 
is not so much storytelling, as limited improvisation to accomplish a task.
This does not detract from 
your work, but you spend a lot of effort justifying a model of a story as a
causal 
relationship set which is the same dependent on media among all versions.
I am 
unsure if the story model is useful here.

The system you present is the same for interactive models of different 
kinds, eg, the same model (pre-post node navigation using action/feedback
over 
a persistent database) is used in many different applications (CBT,
interactive 
technical manuals, diagnostic systems, etc).   So, this *story model* is 
a limited case of a general model of multi-user simulation. 

What would be very interesting would be the development of a toolset
(authoring 
system) for distributed authoring of these kinds of sims.   We can do that
now 
with existing tools, but the integration is hard because there is so much
handwork 
and so far, no real overall standard set of representations for the basic
parts.  We are 
in the phase of applying the techniques of complex hypermedia (eg, pre-post
condition 
node navigation) to 3D graphics.   The theoretical basis is clear even if we
haven't 
created a complete set of standards or even classifications for all of the
required 
components.

Where we continue to justify a simulation in terms of storytelling may only
lead back 
to debates about the nature of storytelling when what is needed is more
capable 
tools for creating new expressions in the medium while relying on post-hoc
analysis 
to name the names.

Len Bullard
Intergraph Public Safety
[EMAIL PROTECTED]

Ekam sat.h, Vipraah bahudhaa vadanti.
Daamyata. Datta. Dayadhvam.h

> -----Original Message-----
> From: Andrew Phelps [SMTP:[EMAIL PROTECTED]]
> 
> Well, for those of you taking an interest in the MU VRML stuff I am doing,
> the paper is TENTATIVELY COMPLETE.  I will present this at RIT on Thursday
> (if anyone in the area would like to come please do, I will give
> directions).  I have also spoken to Bruce Damer and I will make every
> effort to present this at the O-World Conference at the NASA Ames Research
> Center Nov 4-5.  Additionally, I will be posting copies to bruce, Jeff
> Sonstien for V-Net and the Web 3d Org to make this available.
> 
> 

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