https://pure.ltu.se/ws/files/31041116/LTU-CUPP-07172-SE.pdf
This has a nice in depth description of why the principles are animation don't work for games. Sorry this post is so ridiculously short.
Wednesday, 12 December 2012
Sunday, 9 December 2012
09/12/12 - A.I, Role of Emotion, Links and Lynn
A.I
"Each computer character in the game has a set of associated personality attributes. We have chosen to use the
“Big-Five Factor Structure” based on work in the field of psychology [5]. The major factors are: introversion extroversion,
pleasantness or agreeableness, conscientiousness or dependability, emotional stability, and intellect
or sophistication. Each of these major factors consists of 7 different sub-parts, which are given a value on a 9
point scale: the entries for the introversion-extroversion scale are shown in Table . Similarly, there are a set of
physical skills which are particularly important in this game, since the characters have to perform in the circus.
The personality aspects which determine moods and change of mood are given in the next section."
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.55.1447
Role of Emotion
"The idea of believably has long been studied and explored in literature, theater, film, radio drama,
and other media. Traditional character animators are among those artists who have sought to create believable characters, and the Disney animators of the 1930's made great strides toward this goal. The first page of the enormous classic reference work on Disney animation [12] begins with these words:
"Disney animation makes audiences really believe in ...characters, whose adventures and misfortunes make people laugh - and even cry. There is a special ingredient in our type of animation that produces drawings that appear to think and make decisions and act of their own volition; it is what creates the illusion of life""
Bit of quote-ception there...
http://delivery.acm.org/10.1145/180000/176803/p122-bates.pdf?ip=193.60.167.114&acc=ACTIVE%20SERVICE&CFID=153602807&CFTOKEN=63560333&__acm__=1354814983_b62530e9fb9263cee0e99794381ab4c5
Immersion in games
http://www.gamasutra.com/blogs/SebastianAlvarado/20121008/178967/Immersion_Getting_into_the_game.php
context body language
http://link.springer.com/article/10.1007%2FBF01324126?LI=true#page-2
LOOK THIS UP.
courtesy of Michael "it has a section on Memorable Characters, Believability and Credibility"
http://uad-live.lib.ed.ac.uk/vwebv/holdingsInfo?bibId=104173
Uncanny Valley note:
interesting point brought up by my brother... if making something too realistic causes people to become unnerved then could you use that information to make more unsettling bad guys?
Cinema and Game crossover thesis
http://webcache.googleusercontent.com/search?q=cache:http://www.gamecareerguide.com/education/theses/20040515/Thesis_Watching_Games.doc
creating virtaul characters: some assembly required
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.19.6030
Looks at Facade and Oz project.
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=1024751
Appraisal for a Character-based Story-World
http://emotion-research.net/projects/humaine/ws/plenary2005/modeling/RankPetta-AfaCbSw-submtoIVA2005draft.pdf
On a bit of a side note:
I had a meeting with Lynn because I was struggling quite a lot with my project structure. Unfortunately I was pretty brain dead by the time the meeting came round so coming to any conclusions was probably like getting water from a stone. Eventually I had a structure which made sense of everything and I'm incredibly grateful for Lynn's help even more so the next day when I'd gotten a good night's sleep and could think straight. Things are looking a little better. Still difficult to write but at least it's going in the right direction.
"Each computer character in the game has a set of associated personality attributes. We have chosen to use the
“Big-Five Factor Structure” based on work in the field of psychology [5]. The major factors are: introversion extroversion,
pleasantness or agreeableness, conscientiousness or dependability, emotional stability, and intellect
or sophistication. Each of these major factors consists of 7 different sub-parts, which are given a value on a 9
point scale: the entries for the introversion-extroversion scale are shown in Table . Similarly, there are a set of
physical skills which are particularly important in this game, since the characters have to perform in the circus.
The personality aspects which determine moods and change of mood are given in the next section."
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.55.1447
Role of Emotion
"The idea of believably has long been studied and explored in literature, theater, film, radio drama,
and other media. Traditional character animators are among those artists who have sought to create believable characters, and the Disney animators of the 1930's made great strides toward this goal. The first page of the enormous classic reference work on Disney animation [12] begins with these words:
"Disney animation makes audiences really believe in ...characters, whose adventures and misfortunes make people laugh - and even cry. There is a special ingredient in our type of animation that produces drawings that appear to think and make decisions and act of their own volition; it is what creates the illusion of life""
Bit of quote-ception there...
http://delivery.acm.org/10.1145/180000/176803/p122-bates.pdf?ip=193.60.167.114&acc=ACTIVE%20SERVICE&CFID=153602807&CFTOKEN=63560333&__acm__=1354814983_b62530e9fb9263cee0e99794381ab4c5
Immersion in games
http://www.gamasutra.com/blogs/SebastianAlvarado/20121008/178967/Immersion_Getting_into_the_game.php
context body language
http://link.springer.com/article/10.1007%2FBF01324126?LI=true#page-2
LOOK THIS UP.
courtesy of Michael "it has a section on Memorable Characters, Believability and Credibility"
http://uad-live.lib.ed.ac.uk/vwebv/holdingsInfo?bibId=104173
Uncanny Valley note:
interesting point brought up by my brother... if making something too realistic causes people to become unnerved then could you use that information to make more unsettling bad guys?
Cinema and Game crossover thesis
http://webcache.googleusercontent.com/search?q=cache:http://www.gamecareerguide.com/education/theses/20040515/Thesis_Watching_Games.doc
creating virtaul characters: some assembly required
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.19.6030
Looks at Facade and Oz project.
http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=1024751
Appraisal for a Character-based Story-World
http://emotion-research.net/projects/humaine/ws/plenary2005/modeling/RankPetta-AfaCbSw-submtoIVA2005draft.pdf
On a bit of a side note:
I had a meeting with Lynn because I was struggling quite a lot with my project structure. Unfortunately I was pretty brain dead by the time the meeting came round so coming to any conclusions was probably like getting water from a stone. Eventually I had a structure which made sense of everything and I'm incredibly grateful for Lynn's help even more so the next day when I'd gotten a good night's sleep and could think straight. Things are looking a little better. Still difficult to write but at least it's going in the right direction.
Thursday, 6 December 2012
06/12/12 - Uncanny Valley, minor on body language
This is another one of those days where I find something which could have been so useful to my research if i'd have found it earlier.
"Believable Characters"
Magy Seif El-Nasr, Leslie Bishko, Veronica Zammitto, Michael Nixon,
Athanasios V. Vasiliakos, and Huaxin Wei
Link:
http://www.sfu.ca/~magy/conference/believablecharacters.pdf
Useful things found (so far.. it's a pretty huge journal)
"Believable Characters"
Magy Seif El-Nasr, Leslie Bishko, Veronica Zammitto, Michael Nixon,
Athanasios V. Vasiliakos, and Huaxin Wei
Link:
http://www.sfu.ca/~magy/conference/believablecharacters.pdf
Useful things found (so far.. it's a pretty huge journal)
- Look more at Uncanny Valley (Adds extra argument to believable over realistic and the difference between the two.)
http://www.movingimages.info/digitalmedia/wp-content/uploads/2010/06/MorUnc.pdf
- Assassins creed and prince of persia series demonstrating the progression of games towards more story driven gameplay.
"In order for a character to adapt, it needs to not only be able to automatically select its motions
and execute its actions, but to also select nonverbal behaviors that convey and maintain its attributes."
"This character should be able to select its actions based on the current context and its own goals"
Another piece of literature which i clearly didn't include in my blog and now regret as it's needed in my proposal is about body language. I need to reference the impact of context on animated performance and one of the places that verify this is in the world of body language. Everything i read basically mentioned that all meanings of body language changes depending on the situation the person is in.
http://abertay.summon.serialssolutions.com/search?s.cmd=setTextQuery(context+animated+performance)&s.q=context+animated+perfomance
http://abertay.summon.serialssolutions.com/search?s.cmd=setTextQuery(context+animated+performance)&s.q=context+animated+perfomance
Saturday, 1 December 2012
01/12/12 - Character Diamond
Still attempting to get my proposal done. I've come across this description of a book on amazon.
"...ways to give emotional depth to an NPC (non-player character), even if the NPC has just one line of dialogue; techniques to bond a player to a game's NPCs" -Creating Emotion in Games: The Craft and Art of Emotioneering, David E. Freeman
GAAAAHHH, WHY HAVE I NOT READ THIS BOOK YET.
Feel like an idiot. So clearly this is being added to my reading list... if i can find it =/
YOU CAN PREVIEW IT ON GOOGLE BOOKS! YAY!
Theres some interesting stuff concerning a character diamond to help make the major NPCs have a more interesting personality which is useful research for when i'm in the personality section of animating. I can definitely and will definitely use this as a base for experimental testing. Adding a trait then animating then adding a trait then animating then i can put the four different animations in front of someone.. see which they prefer. Page 56 gives a good list of ways to create a good character diamond.
http://books.google.co.uk/books?id=gC7oAV_ZTSkC&printsec=frontcover#v=onepage&q=NPC&f=false
Extra notes to help with proposal writing:
The character diamond is used in conjunction with the context of the situation the encounter is happening in. Useful because it shows the method used in Games as opposed to those found in Robert McKee's book about film methods.
Differences
Update: This proposal has been switched round more times than i care to remember. Kill me.
"...ways to give emotional depth to an NPC (non-player character), even if the NPC has just one line of dialogue; techniques to bond a player to a game's NPCs" -Creating Emotion in Games: The Craft and Art of Emotioneering, David E. Freeman
GAAAAHHH, WHY HAVE I NOT READ THIS BOOK YET.
Feel like an idiot. So clearly this is being added to my reading list... if i can find it =/
YOU CAN PREVIEW IT ON GOOGLE BOOKS! YAY!
Theres some interesting stuff concerning a character diamond to help make the major NPCs have a more interesting personality which is useful research for when i'm in the personality section of animating. I can definitely and will definitely use this as a base for experimental testing. Adding a trait then animating then adding a trait then animating then i can put the four different animations in front of someone.. see which they prefer. Page 56 gives a good list of ways to create a good character diamond.
http://books.google.co.uk/books?id=gC7oAV_ZTSkC&printsec=frontcover#v=onepage&q=NPC&f=false
Extra notes to help with proposal writing:
The character diamond is used in conjunction with the context of the situation the encounter is happening in. Useful because it shows the method used in Games as opposed to those found in Robert McKee's book about film methods.
Differences
Update: This proposal has been switched round more times than i care to remember. Kill me.
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