RE: Truman & space/time

1998-06-15 Thread Bullard, Claude L (Len)
-Original Message- From: Jed Hartman [SMTP:[EMAIL PROTECTED]] Yet another thing that IrishSpace did right: there was no attempt to build one giant all-inclusive world that maintained spatial relationships between locations and forced the interacto

Re: Truman & space/time

1998-06-15 Thread John D. DeCuir
I'm glad someone else got the willies while watching this movie. After all, Truman's world is identical to that of a virtual world. Who are we to say that we aren't being god-like when we create virtual worlds (and bots, specifically)? All sorts of moral dilemmas pop up here, but I'm not sure t

Truman & space/time

1998-06-15 Thread Jed Hartman
...Okay, I wouldn't normally recommend a movie to a mailing list, and I wouldn't normally even *watch* a Jim Carrey movie. But I just saw _The Truman Show_ and couldn't resist bringing it up. Viewed from one angle, it can be seen as a description of the ultimate in interactive storytelling... R

RE: Crawford talk

1998-06-15 Thread Bullard, Claude L (Len)
That matches the reactions I had digging into the web site. He has the right ideas and an engine. What I wonder about is if the perceived limitations are aspects of simple examples and if one of the stories developed by someone is a better example of what the engine *can*do. The mode of sin

ADMIN: archiving

1998-06-15 Thread Jed Hartman
Way back in April, Bob sent a pointer to a free mailing-list archiving service. I blithely ignored it 'til today. Just took a look at it; it looks nicely run, though there's no guarantee that it'll continue past September. Since I still have no other useful archiving solution in place, I'm goin

Crawford talk

1998-06-15 Thread Jed Hartman
Wow. Just got back from Chris Crawford talk at Interval Research (in Palo Alto); he's a dynamic and entertaining speaker, with totally fascinating things to say. A lot of it is exactly the kind of thing we've been discussing here on this list; I'd love to have him join us, and if I hadn't been

RE: nonlinear storyboarding

1998-06-15 Thread Bullard, Claude L (Len)
Interesting and promising. Brilliant Dig Ent is the company that announced the KISS CD and saw their stock shoot up. The announcement was out of Atlanta, so maybe the music initiative is on the other coast just two and half hours drive from here. Whoopee! If you look deeply into Crawford's

Re: nonlinear storyboarding

1998-06-15 Thread Jed Hartman
Bob wrote: >Is that *the* Chris Crawford, from Atari? Indeed it is. In an interesting bit of synchronicity, a friend who doesn't do VRML just invited me to attend a talk Crawford is giving at said friend's company next week. Will let y'all know how it goes. Some tidbits about Crawford, fro

Re: nonlinear storyboarding

1998-06-15 Thread Sandy Ressler
Yeah I checked out Crawford (yes THE Atari guy) and it's very cool..sort of a nonlinear storytelling engine. BUT the interesting news (on another topic) is that in the Time magazine I just got (June 8 1998) there is a 3 page article by Joshua Quitner about non-linear storytelling! Yes in THE Time

Re: nonlinear storyboarding

1998-06-15 Thread Bob Crispen
Bullard, Claude L (Len) wrote: > Take a look at Chris Crawford's work > on interactive fiction. Is that *the* Chris Crawford, from Atari? I talked with him many years ago when he paid a visit to Tulsa, and I'm not a bit surprised to find he's looking in this direction. Anyhow, I'll check it ou

RE: nonlinear storyboarding

1998-06-15 Thread Bullard, Claude L (Len)
Take a look at Chris Crawford's work on interactive fiction. He has worked hard to classify emotional states and a means for creating relationships based on these. It is impressive. A language which drives the scene (eg, some Java version of what Chris uses combined with VRML externproto

Re: nonlinear storyboarding

1998-06-15 Thread Bob Crispen
Bullard, Claude L (Len) wrote: > I guess what I don't see in that list is > emotion. Say you have the characters > and the situation. At that point, the > emotions of the characters should begin > to drive actions and reactions. The story > will spawn naturally. [snip] > > Which leads us to a

Re: nonlinear storyboarding

1998-06-15 Thread John D. DeCuir
At 09:16 PM 5/29/98 -0800, Dennis McKenzie wrote: >I would have liked to address this post earlier, but I've been busy and my >ideas on it were half-baked. I'm less busy now, but I'm afraid my ideas are >still half-baked. Here they are anyway. That's OK, my thoughts are always quarter-baked, if t

RE: interactive storytelling authoring tool

1998-06-15 Thread Bullard, Claude L (Len)
I did some email with the creator of the engine after looking it over. This is a very sophisticated approach and it appears Chris has really thought it through and backs it up with a lot of experience. ">Your tools came up in a discussion on the vrml-lit list >which is working on interactiv

RE: nonlinear storyboarding

1998-06-15 Thread Bullard, Claude L (Len)
In case anyone missed it, a company in Atlanta had its stock value jump 49% based on the announcement last week of a project with the group KISS. The project is to produce an interactive story with music for CD. The story and the music change based on the interaction of the user. Len Bull

RE: nonlinear storyboarding

1998-06-15 Thread Bullard, Claude L (Len)
I guess what I don't see in that list is emotion. Say you have the characters and the situation. At that point, the emotions of the characters should begin to drive actions and reactions. The story will spawn naturally. You may have some meta-theme (moral, what have you) that you want

RE: interactive storytelling authoring tool

1998-06-15 Thread Bullard, Claude L (Len)
The creative process section is interesting. Like the other I/F pages, it seems the task is to create relationships among characters by setting traits and creating a "web of verbs" and "verb consequences". Is the environment an active agent capable of acting and reacting? Can't do a decent

RE: nonlinear storyboarding

1998-06-15 Thread Bullard, Claude L (Len)
It helps me to have some of the story, at least the beginning, and the main character(s) in mind. Once I get to know them, they start to live in my head and tell me the story. When I was an actor, we were encouraged to write down the history of the character prior to the beginning of the p

RE: tidbits

1998-06-15 Thread Bullard, Claude L (Len)
So always do the opposite. Film is the art of subtle acting. Theatre is usually the art of exaggeration. How much should a VRML character *exaggerate* a feature? Len Ekam sat.h, Vipraah bahudhaa vadanti. Daamyata. Datta. Dayadhvam.h > -Original Message- > From: Jed Hartman [SMTP:[

Movie cliches

1998-06-15 Thread Bob Crispen
http://www.like.it/vertigo/cliches.html -- Rev. Bob "Bob" Crispen [EMAIL PROTECTED] Music shouldn't be held responsible for the people who listen to it.

Re: nonlinear storyboarding

1998-06-15 Thread Bob Crispen
Paul sez: > I'm going to refer again to a book I think I mentioned early in the life of > this list: "Sight, Sound, Motion: Applied Media Aesthetics" by Herb Zetl. > It's a college-level textbook by one of the deans of media education. It > might not be in print anymore. It is, and I've just ord

Re: nonlinear storyboarding

1998-06-15 Thread Paul Hoffman
At 09:16 PM 5/29/98 -0800, Dennis McKenzie wrote: >If we get much of our enjoyment out of a story by using our imagination to >place ourselves in the described surroundings, does giving the interactor a >solid 3D environment that doesn't involve them visualizing anything detract >from the story ex

Re: nonlinear storyboarding

1998-06-15 Thread Dennis McKenzie
At 10:55 AM 5/27/98 -0700, John D. DeCuir wrote: >Another Thought-Provoking-Question (TM) for discussion: I would have liked to address this post earlier, but I've been busy and my ideas on it were half-baked. I'm less busy now, but I'm afraid my ideas are still half-baked. Here they are anyway.

tidbits

1998-06-15 Thread Jed Hartman
[I mailed this days ago, but for some reason it apparently never made it to the list... Trying again.] Here are some assorted tidbits that didn't fit in the last msg: 1. Conflict. In lit class, they tell us that there are three basic forms of conflict in fiction: person vs. nature, person vs

interactive storytelling authoring tool

1998-06-15 Thread Jed Hartman
Haven't tried it out, know very little about it. But it looks like it might be vaguely interesting. http://www.erasmatazz.com/index.shtml --jed

RE: nonlinear storyboarding

1998-06-15 Thread Bullard, Claude L (Len)
Yes. That would be the ideal approach. I guess that is what Kahuna is doing with the protos. Len Bullard Intergraph Public Safety [EMAIL PROTECTED] Ekam sat.h, Vipraah bahudhaa vadanti. Daamyata. Datta. Dayadhvam.h > -Original Message- > From: John D. DeCuir [SMTP:[EMAIL PROTECTED]

RE: nonlinear storyboarding

1998-06-15 Thread John D. DeCuir
No problem. If you get some time you should play with some of those tools. It's remarkably easy to set up your own little world (with ~3 rooms) with interactive objects to play with. Of course, it's all text, but I don't see why, in the future, you couldn't specify a -VRML FILE- instead of a

RE: nonlinear storyboarding

1998-06-15 Thread Bullard, Claude L (Len)
Excellent resource, John! As I say, not being a game player, there are definitely nuances of this that I miss and this site fills in a lot of that particularly the bits about puzzles. I've seen these in my kid KA games, but not given them the necessary amount of thought. Many thanks. Yes,

Re: bots

1998-06-15 Thread Jed Hartman
Len wrote: > Can you give us more details about the presentations, Jed? Sure thing. The first presenter was Jeff(rey?) Goldsmith (http://www.sirius.com/~wordz), formerly of Neuromedia (and, I think, Black Sun). He showed some interaction with a couple of his bots -- which were really conv

nonlinear storyboarding

1998-06-15 Thread John D. DeCuir
Another Thought-Provoking-Question (TM) for discussion: While poking around the various Infocom sites, I remembered that there are several authoring systems for text adventures. Some even target the exact Infocom interpreter used, to make Infocom-like adventures. Q: Can these interactive-fictio

FYI: old Infocom games

1998-06-15 Thread John D. DeCuir
By the way, if any of you hear all this talk about the old Infocom games (Zork, Deadline, etc.) and want to check them out (or if you're just nostalgic), Activision has a CD-ROM out called Masterpieces of Infocom text adventures (or somesuch title). I found a retailer selling it for $21.99. Here'

Re: More on nonlinear storytelling

1998-06-15 Thread Miriam English
I've seen non-linear stories which were good - not great perhaps, but they were written for young kids. Rose Estes' books from the Choose Your Own Adventure series of novels (should they be called novels? or perhaps branching short stories?). As for trying to make them come to a satisfying close

Re: More on nonlinear storytelling

1998-06-15 Thread Sandy Ressler
Yes AND even more critical is the interactive nature of a game. If I read a traditional story, or watch a movie...I'm happily led along though the plotyes I'm a couch potato (and proud of it). If I play an adventure game or solve a puzzle then I'm "active". In thinking more about successful

RE: More on nonlinear storytelling

1998-06-15 Thread Bullard, Claude L (Len)
Very astute and important. The hub (eg, VRML) sometimes is not the important factor. Sometimes the development in the rim languages (eg, audio, avis, gifs) is just as important or more because they add sizzle. This is a problem for online works and why we went to the harddisk with IrishS

RE: More on nonlinear storytelling

1998-06-15 Thread Bullard, Claude L (Len)
BTW, the idea of using precondition/postcondition processing comes from the world of Interactive Electronic Technical Manuals (MIL-STD-87269) which adopted techniques used for diagnostic tests for fault isolation. We considered using this in IrishSpace but decided that on a 3 month schedule

RE: More on nonlinear storytelling

1998-06-15 Thread Bullard, Claude L (Len)
This is true but starting back with von Neumann, name any situation involving communication that is not a game. One might ask what are the critical aspects of "gameness" 1. Scoring 2. Winning or losing It is possible to build stories and non-linear systems that are not games and they will

RE: More on nonlinear storytelling

1998-06-15 Thread Bullard, Claude L (Len)
> -Original Message- > From: Jed Hartman [SMTP:[EMAIL PROTECTED]] > [Bullard, Claude L (Len)] It makes it sustainable. By doing this you have the equivalent of a dungeon master that can set situations up and you can make the online world worth revis

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna
Good points Sandy, I believe if you really look closely you will see that most really good stories have the characteristics of a good game. When I was a kid I was totally into Sherlock Holmes by Sir Arthur Conan Doyle. I read them like a puzzle, trying to figure out who did what and when. Late

Re: More on nonlinear storytelling

1998-06-15 Thread John D. DeCuir
Hi Sandy, At 10:41 PM 5/26/98 -0400, Sandy Ressler wrote: >First of all Good thread! Yes -- everyone has had some great contributions to make. >I think to get back to Dennis' observation I can't think of any good >non-linear story that was simply a >story not a game. I think there's an _ex

Re: More on nonlinear storytelling

1998-06-15 Thread Sandy Ressler
First of all Good thread! Without digging up all the email and carefully cutting/pasting I recall Dennis I belive...asking the questions (to paraphrase) "Have you ever seen a non-linear story that was successfull" and he goes on to say he certainly does but is just taking it on faith. Also i

Re: More on nonlinear storytelling

1998-06-15 Thread Jed Hartman
This is fast becoming my favorite mailing list -- low volume, very high signal-to-noise ratio, plenty of cool musings and fascinating digressions. Thanks, folks! My comments and thoughts on the current topic are themselves pretty darn nonlinear, but I'll try to present them in a quasi-organised

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna
>A chart is a good idea. How about using an interface >for common behaviors so authors can change behaviors >from time to time? It goes without saying that all behaviors would be protoed for reuse. I thought we would use the psychcological profiles for each set of behaviors. The last time I to

RE: More on nonlinear storytelling

1998-06-15 Thread Bullard, Claude L (Len)
Yes. For a text version of this sort of interaction in bots, check out http://www.neurostudios.com/ A chart is a good idea. How about using an interface for common behaviors so authors can change behaviors from time to time? If you want another dimension of depth, some character/roles sh

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna
> building a world where asking for a kiss gets a 38 slug to the head >is just > not cricket. OTOH, it is possible, but so what? Does it drive the >purpose or > point of the world? > > It is important to note that non-linearity and serendipity in the >process > of creating the work are very simi

RE: More on nonlinear storytelling

1998-06-15 Thread Bullard, Claude L (Len)
> -Original Message- > From: Kahuna [SMTP:[EMAIL PROTECTED]] > > That is correct, but my arguement is that it is a waste of the z > coordinate to limit > yourself to a non linear story. > [Bullard, Claude L (Len)] Yes. It is essential to ask what the z-coordinate bu

Re: More on nonlinear storytelling

1998-06-15 Thread John D. DeCuir
Hi Miriam, At 03:53 PM 5/23/98 +1000, Miriam English wrote: >There is another kind of interactive fiction which I have never seen but >which I had the idea for recently. It would lend itself well to things like >mystery stories. In a traditional mystery you are given all the clues in >the normal

RE: More on nonlinear storytelling

1998-06-15 Thread Bullard, Claude L (Len)
Separate the techniques based on the language from the general concepts of non-linear storytelling and interactivity. VRML has the tools for doing both linear and non-linear work. The major impediment is the media (eg, the Net or CD-ROM) for loading the rim media types (sound, avis, etc.).

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna
>interactivity. VRML has the tools for doing both >linear and non-linear work. The major impediment >is the media (eg, the Net or CD-ROM) for loading That is correct, but my arguement is that it is a waste of the z coordinate to limit yourself to a non linear story. >the rim media types (sound

RE: More on nonlinear storytelling

1998-06-15 Thread Bullard, Claude L (Len)
By the way, if the model exhibits an emergent unpredictable behavior, there is usually a hidden coupling between some set of states in the system. Emergent behaviors can be simulated if the states of the objects include private conditions (protos should work nicely). Eg, when a drunk start

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna
Well, the copyrights no problem. I have had a copyright on that game since 1990. I believe that is 3 years before the movie came out if not longer. As far as java goes, it is not that I don't like the language. I do. But it is just so damned unstable. What works fine from one machine to another,

Re: More on nonlinear storytelling

1998-06-15 Thread Miriam English
At 10:53 23/05/98 -0700, Kahuna wrote: >Dennis and I began work on a non >linear adventure game shortly after Irish Space, we diviated and I am still working on it. >It is called Usual Suspects. I would be happy to add my writing skills (so far as they exist) to that story if you want. I think t

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna
I think a non linear story/adventure would be possible for a team to do provided we have only 5 possible conclussions, and one main theme. As Mariam pointed out, nonlinear adventure games have been around for a long time. What I propose is a little different from those in that there would be alte

Re: More on nonlinear storytelling

1998-06-15 Thread Dennis McKenzie
Great topic John! To me one that is at the heart of VR storytelling. >>However my basic philosophical problem with nonlinearity is that it is not >>nonlinear at all. It is parallel-linear (actually tree-shaped). >No butterflys in Brazil causeing hurricans on Eastern Sea Fronts. You can set up

Re: More on nonlinear storytelling

1998-06-15 Thread Miriam English
Hi Guys, All the text adventure games are examples of non-linear writing. Most of them consist of some kind of intended destination condition that the author expects the player to strive for, but they are often fairly open-ended. I have a 3D action adventure game which is *extremely* open-ended

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna
>However my basic philosophical problem with nonlinearity is that it is not >nonlinear at all. It is parallel-linear (actually tree-shaped). Good point which is precisely why I said lets go with the popular Metaphysical concept, that we must choose which path (plot) we walk down. I should add

Re: More on nonlinear storytelling

1998-06-15 Thread John D. DeCuir
Good thoughts, Kahuna! However my basic philosophical problem with nonlinearity is that it is not nonlinear at all. It is parallel-linear (actually tree-shaped). Let's say you do the Boo-chess thing. Add an element that the user can change, and suddenly you have a branching point -- you have d

Re: More on nonlinear storytelling

1998-06-15 Thread Kahuna
I would say that psuedo nonlinear stories are not only possible, but that I am doing just that right now. First off, there is nothing wrong with a linear story. I do think that it is a little irrational to create a linear story using a 3D format. The very nature of linear story telling is 2D. W

More on nonlinear storytelling

1998-06-15 Thread John D. DeCuir
Hi gang, I was driving into work this morning, marvelling at the relatively-uncrowded L.A. freeways on a holiday Friday, when I started to think about nonlinearity again. This list has been fairly quiet lately, so I'll throw out a few thoughts: Q: Do we want nonlinear, or linear stories in our

Re: Audio clip problems

1998-06-15 Thread Maureen Stone
On May 5, 10:49am, Maureen Stone wrote: > Subject: Audio clip problems > I just tried to listen to the Real Audio clip that is on the VRML Dream site, > and got the error message: "Not a Real Audio Document" from my Real Audio > player. I don't know much about Real Audio--could this be a version

Audio clip problems

1998-06-15 Thread Maureen Stone
I just tried to listen to the Real Audio clip that is on the VRML Dream site, and got the error message: "Not a Real Audio Document" from my Real Audio player. I don't know much about Real Audio--could this be a version problem? I've got version 2.1.1.9. I downloaded the file to my local machin

Re: Production

1998-06-15 Thread Jed Hartman
(forwarded from Sandy) Date: Mon, 4 May 1998 22:34:25 -0400 (EDT) X-From_: [EMAIL PROTECTED] Mon May 4 22:34:24 1998 Old-Date: Mon, 04 May 1998 22:26:04 -0400 From: Sandy Ressler <[EMAIL PROTECTED]> MIME-Version: 1.0 To: Bernie Roehl <[EMAIL PROTECTED]> CC: [EMAIL PROTECTED], [EMAIL PROTECTED]

RE: Production

1998-06-15 Thread Bullard, Claude L (Len)
You are definitely being too hard on yourself, but I admire someone who steps up to the responsibility. I repeat what I said before, it takes guts to attempt these complex projects with beta/alpha technology. Consider that others are doing the conservative bits with banner ads. Well, that'

Re: Production

1998-06-15 Thread Bernie Roehl
According to Stephen N. Matsuba: > Ultimately, I have to take the blame for the failure of VRML Dream to > come off smoothly. Stephen, I think you're being way too hard on yourself. The fact is that the goals we set for ourselves were very, very ambitious; too ambitious for the amount of time w

RE: Production

1998-06-15 Thread Stephen N. Matsuba
Well, I have been lurking while recovering from Dream. So here is my two bits on the role of the producer. The producer is the person in charge of making sure that all the various pieces that go into a production (technical, acting, marketing, funding) are all in place at the time when they a

VRML Dream synopsis

1998-06-15 Thread Bernie Roehl
I'm cross-posting this message to both the VRML Dream and VRML-Lit lists. I realize some people are on both; sorry for the duplication. What We Learned Doing Dream When we first set out to do the VRML Dream, we had a number of goals in mind. First and foremost, we wanted to prove that it could

Re: Production

1998-06-15 Thread Bernie Roehl
Len writes: > A producer at this critical time of the medium > is also the one who should be growing the > community skill base. Yes, agreed 100%. The number of people who have been part of using this medium can currently be counted on the fingers of one hand (in binary, of course -- I figure

RE: Production

1998-06-15 Thread Bullard, Claude L (Len)
Some additional thoughts... A producer at this critical time of the medium is also the one who should be growing the community skill base. Part of the upfront analysis is sorting strengths of the contributors, sorting the talent, and ensuring that the goals of the production can be met by t

Re: Production

1998-06-15 Thread Bernie Roehl
Dennis writes: > > (Anyone want to talk about the role of a "Producer" in recent > >VRML efforts? It was a term I'd never heard before Misty introduced > >it to me, but in the past six months I've heard it a lot. Is this > >a necessary role? How closely does it correspond to traditional > >no

RE: Short stories

1998-06-15 Thread Bullard, Claude L (Len)
That is what I thought she meant by it in the interview. I've seen the same technique in soap operas and wy back to Lucy and Ricky (birth of little ricky). From the writing perspective, it is a challenge because one has to take a detour and intersect with the story line at some point d

Production

1998-06-15 Thread Dennis McKenzie
> (Anyone want to talk about the role of a "Producer" in recent >VRML efforts? It was a term I'd never heard before Misty introduced >it to me, but in the past six months I've heard it a lot. Is this >a necessary role? How closely does it correspond to traditional >notions of what a producer

Re: Short stories

1998-06-15 Thread Paul Hoffman
At 07:05 PM 4/17/98 -0700, Robert W. Saint John wrote: > >-Original Message- >From: Bullard, Claude L (Len) <[EMAIL PROTECTED]> >To: [EMAIL PROTECTED] <[EMAIL PROTECTED]> >Date: Friday, April 17, 1998 10:45 AM >Subject: RE: Short stories > >> The gal who plays Dana Scully on the IckFiles m

Re: VRML Dream?

1998-06-15 Thread Bernie Roehl
Jed Hartman writes: >Could (in some distant future production) have multiple chat channels -- > one for actual script, several for people doing simultranslation into other > languages, one for brief summaries of action ("Hermia rampages across the > stage, destroying everything in her path"),

Re: VRML Dream?

1998-06-15 Thread Bernie Roehl
Len writes: > I sat last night with the snippet of audio that Stephen > posted and ran the MIDI behind it just for fun. Interesting. > It made me think that for any future production, the script > should be recorded at a table rehearsal (regardless of > who does the speaking) so we can plan

URGENT: MAY 4: Personal Invitation to "Future of Virtual Worlds Industry" special meeting at SRI - please RSVP (fwd)

1998-06-15 Thread Misty West
This could be very good! I'll be there, then leave for the airport to get to the Computer Game Developer's Conference. Please don't repost insanely; I just thought this would be a good group for it. (ha) :) Misty >Date: Sat, 25 Apr 1998 14:22:29 -0700 (PDT) >From: Bob Jacobson <[EMAIL PROTE

Re: VRML Dream?

1998-06-15 Thread Jed Hartman
Bernie wrote: >*slight shudder at the thought of Mystery Science Theatre 3000 type >narration* Could (in some distant future production) have multiple chat channels -- one for actual script, several for people doing simultranslation into other languages, one for brief summaries of action ("Herm

RE: VRML Dream?

1998-06-15 Thread Bullard, Claude L (Len)
I sat last night with the snippet of audio that Stephen posted and ran the MIDI behind it just for fun. Interesting. It made me think that for any future production, the script should be recorded at a table rehearsal (regardless of who does the speaking) so we can plan the music better. I

Re: VRML Dream?

1998-06-15 Thread Bernie Roehl
Len Bullard writes: > The announcement that Cosmo will support RealMedia is good. Yes, agreed. Provided it becomes widely available, and is supported in WorldView as well. > The good news is that we have IrishSpace and VRMLDream > "in the can". That means as the functionality becomes > avail

Re: VRML Dream?

1998-06-15 Thread Bernie Roehl
Maureen asks: > Suppose my system crashes, or I > simply join late. Would the production show me the correct "current state?" Yes, though it would take a few seconds. The system is designed to retransmit the complete state of each entity periodically, so within ten seconds or so you would be co

Re: VRML Dream?

1998-06-15 Thread Bernie Roehl
Paul Hoffman writes: > I'm the one who suggested that someone try to provide text narration to at > least let those of us who were following the action know what was going on. Excellent idea. The narration can add a lot. *slight shudder at the thought of Mystery Science Theatre 3000 type narr

Re: VRML Dream?

1998-06-15 Thread Bernie Roehl
Dennis writes: > Since I (and I think most of us) didn't get any sound with the performance, > this point really hit home. Sound is critical. Streaming sound is a top > priority. Agreed. > [...] I entered a character's viewpoint while they were engaged in > conversation. For a brief moment I fel

Re: VRML Dream?

1998-06-15 Thread Bernie Roehl
Sandy Ressler writes: > One thing about watching it that was really good but NOT part of the scheme > was the open IRC chat window. > [...] > at one point someone thought that a text narration would be > helpful...even more though were Bernies comments telling us what was going on. I wound up bei

Storyboarding

1998-06-15 Thread Bob Crispen
There's been a series in InterActivity magazine about storyboarding. You can read the latest installment and catch up on the others at: http://www.eyemedia.com/backissues/1998/0498/0498animata.htm Two more things that might be of some interest: there's a website called The Mail Archive at http:

RE: VRML Dream?

1998-06-15 Thread Bullard, Claude L (Len)
It is disappointing that the sound didn't work. It is not surprising. That was a huge jump to take. The announcement that Cosmo will support RealMedia is good. Like the SpinNode, we may not like the proprietary approach, but I frankly despair of getting certain things done any other way a

Re: VRML Dream?

1998-06-15 Thread Maureen Stone
I think it's impossible to evaluate something like VRML Dream until it really works with the sound. For me, the beauty of Shakespeare is in the words; watching the avatars move may be interesting, but isn't the real point. I'm sure the team is disappointed the technology failed, and I hope that

Re: VRML Dream?

1998-06-15 Thread Paul Hoffman
At 06:07 PM 4/27/98 -0700, Jed Hartman wrote: > >I was unfortunately unable to watch yesterday's premiere of VRML-Dream, >... >... one thing I've wondered about (in describing the >project to others) is how interactive a live broadcast feels to the audience. >I hope to find out for myself at some

Re: VRML Dream?

1998-06-15 Thread Dennis McKenzie
These are not objective opinions of course:) Since I (and I think most of us) didn't get any sound with the performance, this point really hit home. Sound is critical. Streaming sound is a top priority. Even though I knew the script pretty well, and had a copy in front of me, I spent the entire p

Re: VRML Dream?

1998-06-15 Thread Sandy Ressler
One thing about watching it that was really good but NOT part of the scheme was the open IRC chat window. This was particularly important given the technical difficulties but at one point someone thought that a text narration would be helpful...even more though were Bernies comments telling us wha

VRML Dream?

1998-06-15 Thread Jed Hartman
I was unfortunately unable to watch yesterday's premiere of VRML-Dream, due to being far from home without a computer. I read Sandy's writeup of it, though (http://vrml.miningco.com/). I realize Bernie, Stephen, et alia are probably too exhausted to talk much about it just yet, but I'm curious

Re: bots

1998-06-15 Thread Bernie Roehl
N i c l a s O l o f s s o n writes: > Jed Hartman wrote: > > PS: need a term for people-who-experience-story. > > Isn't there words like "interactor" and "experiencer" (Californier?) in > english? :) In the interactive theatre community, yes. The word "interactor" refers to someone who is tra

RE: Short stories

1998-06-15 Thread Bullard, Claude L (Len)
That is a cool idea. Given the low cost of the medium, one could do auditions, rehearsals, etc. that way. Given that the movie actor has to make the most of minimum motion (camera is very unforgiving in contrast to the stage where moves are exaggerated), this isn't as good except for gross

Re: Short stories

1998-06-15 Thread Sandy Ressler
I would think that not only VRML series of all sorts but another opportunity for $$ might be the use of these real time VRML stories as rehearsals or live story boards. A bunch of movies (can't remember now) have in the past used Virtus Walkthrough, for scene/camera placement and theatrical design

RE: Short stories

1998-06-15 Thread Bullard, Claude L (Len)
Thanks for the answers on arc. VRML series: we kicked this around a lot in the past. Given the technology coming out of VRMLDream, it may be doable. Getting the stock characters set up then having guests sounds a lot like stuff done on The Simpsons and The Flinstones. Putting together ne

Re: Short stories

1998-06-15 Thread Jed Hartman
Unfortunately "story arc" means two almost opposite things depending on context. In comic books and, I think, on somewhat older TV series like _Hill Street Blues_, "story arc" used to mean a short story running over the space of three or four episodes, threading through the ongoing continuity of

Re: Short stories

1998-06-15 Thread Robert W. Saint John
-Original Message- From: Bullard, Claude L (Len) <[EMAIL PROTECTED]> To: [EMAIL PROTECTED] <[EMAIL PROTECTED]> Date: Friday, April 17, 1998 10:45 AM Subject: RE: Short stories > The gal who plays Dana Scully on the IckFiles mentioned that > to deal with her real-life pregnancy, an "arc"

RE: Short stories

1998-06-15 Thread Bullard, Claude L (Len)
> -Original Message- > From: [EMAIL PROTECTED] [SMTP:[EMAIL PROTECTED]] > > "Hearing a familiar tale told with a different twist encourages children > to > consider how they would modify the story, which is one step closer to > being > able to create an original story themselves." > >

Short stories

1998-06-15 Thread Jed Hartman
"Wait, I thought this was a list for *long*-form VRML?" "Well, yeah, but I think VRML storytelling in shorter forms is also relevant." Wanted to call y'all's attention to what Linda Hahner et al are doing at www.familiartales.com. It's currently a work in progress, but I thought this bit (from

RE: Limitations

1998-06-15 Thread Bullard, Claude L (Len)
> jed>Yep. This is why in movie reviews we hear a lot about the > "director's vision" and very little about the visions of the > individual actors, lighting technicians, and set designers. > Collaboration is cool; guided collaboration, under an able hand, > is way cooler. >(Anyo

Re: Limitations

1998-06-15 Thread Bernie Roehl
Dennis McKenzie writes: > > (Anyone want to talk about the role of a "Producer" in recent > >VRML efforts? > > Len and Paul could speak to this directly. Also Bernie and Stephen although > I'm sure they are both pretty busy right now :) yes. > The organization of talents in a vrml production

Re: Limitations

1998-06-15 Thread Dennis McKenzie
>to "Net years," and the technology shifts so much under our feet >that it may not be feasible to take a year to finish a project. >Still, I think we may have to start thinking in the longer term. The shifting technoloy is a _major_ detriment to taking the long road. A year out seems like the _ve

Re: Limitations

1998-06-15 Thread Jed Hartman
Len wrote: > unless one was going eight or so hours a > day, full time, doing a world was a task that could take > months. I think it's worth noting here that working with computers has an effect on our perceptions of how long something like this should take. I think I read somewhere that Ma

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