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




RE: cool content 'The Long View'

1999-02-17 Thread Bullard, Claude L (Len)

That is because as an application category, it is not very 
well defined or understood.  We only have a handful of 
VRML samples to look at, each based on different 
metaphorical models and emphasizing different parts of 
the current browser/plugin framework.  Still, the fact that 
it is not mentioned is why I started this thread on this 
list.  That way, at least, we can ask.  You are witnessing 
the fragmentation of the community along application 
lines over a core component.   That isn't a bad thing.  
Still, it will be up to each application community to 
work toward getting the other components.  This 
will have an effect on the vendors as they try to 
make the core service-oriented and each app 
community vies to optimize those services for its 
needs.  This isn't a bad thing either.

Yet I think you are right that removing the redundancy 
of components will make this application easier to do.  
I am tired of seeing the midi window from the browser 
popup or struggling with bizarre controls inside the 
VRML window.  I want the scripts for the 3D to look 
like the scripts in the HTML without too much EAI in 
the way.

Len 

 -Original Message-
 From: Michael St. Hippolyte [SMTP:[EMAIL PROTECTED]]
 
 One application category conspicuously absent in the X3D comments and
 documents I've seen is storytelling.
 
 Here's another way to look at it.  Which model is better:
 
 2. A browser loaded with composable and synchronizable components, each of
 which handles a specific medium (audio, 2D graphics, 3D graphics,
 controls)
 
 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.
 
 
 



Re: Who

1999-02-17 Thread Par Winzell

Esteemed VRML literates,

Having been gently pushed out of my comfortable corner, I will take Jed's
suggestion and let you all know I exist. I've been lurking for too long, waiting
for inspiration to strike, allowing me to combine my introduction with some
truly juicy topic. In the meantime, I have greatly enjoyed the discussion here.

My past is in MUDs, which played a large role in my life from about 1990 to 1993
and then again in 1998. Text MUDs don't have that much to do with VRML and I
suspect this is one of the reasons it took me a while to post here.

They do of course deal constantly with storytelling. In the simple ones, the
story is simple too, and lacks central control.. In quest-based ones, creators
battle daily with the problems of writing a controlled story-line that every
player can take part in once (but no more), and of explaning how the volcano
that erupted in the last moments of their quest is there again the next
morning Finally, the good ones also have a non-trivial element of
simulation, which changes every aspect of the story-telling.

That's content; on the technical side of things I have no experience with VRML,
but I've done work in relevant areas of Computer Graphics. The thesis for my
M.Sc in Mathematics was on the topic of generating realistic-looking motion for
rigid-body creatures based on high-level description of the goal of the motion.
This is much like the stuff done by The Motion Factory, thou
their code A) works and B) largely ignores the laws of mechanics.

The idea is essentially to write a library of code that can function as an
abstraction layer between actual torques, forces, and muscle spams on the one
hand, and some manner of high-level control on the other (draw a sword, touch my
nose, smile, leap). This is of course essential to being able to tell a VR story
with anything living in it...


Oh, I did tack on an output-generating module to my thesis code to generate
VRML, but I didn't quite have time to finish it... perhaps later (it does
RenderMan at the moment).


To take a step back: I'm in this field for reasons that I suspect I share with a
lot of you; every day brings more fascinating results and products, one step
closer to the aforementioned Glorious Cyberspace Future. I'd like to be in the
middle of things when that happens, and I want to have helped to make it so. For
the moment, world content seems to have won out; as of a few days I've been
given a chance to maybe go for the whole commercial Mud bit. We'll see how that
goes.

Meanwhile, I look forward to more debate.

Par

PS. Swedes may add two dots over the 'a' in my name.



Re: Unidentified subject!

1999-02-17 Thread Miriam English

Unidentified subject...

[chuckle] 

Is that like unidentified object?  :-)


- Miriam (exits stage right, a-laffin' all the way)

---
I doubt, therefore I might be.