Designing Tools Enhance Interactive Experiences the development process
- Slides: 76
Designing Tools Enhance Interactive Experiences & the development process Magy Seif El-Nasr College of IST Penn State University
Interactive Entertainment: Industry Impact
Interactive Entertainment: Industry Impact
Interactive Entertainment: Industry Impact Game industry profits: n n n 2002: $1 billion more than movie industry 2004: EA reported $1. 43 billion quarterly earning 2005: Nintendo $4 billion and expects to sell at least 2 million Wiis in US alone
Importance of Game Engines + tools Training Entertainment Devil May Cry II Education Virtual Aquarium, NCSU Leaders project, ICT
code Tools
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Learning and Computer literacy Impact Several Researchers believe that “video games provide an easy lead-in to computer literacy” – Cassell 2000 High Schools students and Modding Books on Modding for teens gaining popularity
Interactive Entertainment: Motivation and Learning “I want to learn how to make an awesome video game. I would like to learn everything about technology or at least more than I did” - middle school girl “I want to make my characters talk, build a world, and make interesting stories” - another middle school girl
Impact and Importance of the tools Facilitate development: games, training, health therapy application Facilitate learning: media, computing literacy Facilitate Creativity
Two thrusts of my research Tools for building engaging interactive experiences Game Engines + Tools as learning environments
Two thrusts of my research Tools for building engaging interactive experiences Game Engines + Tools as learning environments Focus: visual design and character design Based on cinematic and theatric theory Using CI and AI techniques
My Research Tools n n Lighting Camera (in progress) Character (in progress) Dance (in Progress)
Why Lighting? Lighting is Everything
Mii • • BS in Computer Science Directed in Theatre Graphics Design in Advertisement MS in Computer Science Studied Psychology and Neuroscience Ph. D in Computer Science 2 years studied acting & lighting design at Northwestern
Why Lighting? Dramatic Tension Visual Focus Style Feel of the space Time of Day Period visibility
Lighting in Traditional Media
Game Lighting Static Lighting Design Manually setting light layout (light maps) x Advantages: n n realistic Controllable = Images from Lightmaps (static shadowmaps) article written by Kurt Miller from: http: //www. flipcode. com/articles/article_lightmaps. shtml Disadvantages: n n Don’t adapt to variations in the environment Requires much memory Image from Max Payne
Game Lighting Static + Dynamic Lighting Manually scripting Lighting effects Dynamic Character Lighting Real-time Shadows Dynamic user control of some lights
Game Lighting Static + Dynamic Lighting
Game Lighting Static + Dynamic Lighting Advantages: More realistic Adaptable to change Disadvantages: Effects are scripted and rely on very careful design Restricted Based on realism Compositional Balancing is done at design time
Problems: No modulation Screenshot from Mission 21 Devil May Cry Saturation Graph for Screenshot
Problems (Blade of Darkness): No adaptation to game Play
Problem 1: unpredictability Develop a lighting plot or setup based on: Narrative configuration: n n Story Conflict/dramatic tension } Timing and dramatic progression Physical Configuration: n n Camera orientation and position Characters positions and orientations Requiring dynamic adaptation depend on user
Two Goals Dynamic Adaptive Lighting: Better gameplay Facilitate new Interactive models High-Level authoring of lighting: Faster prototyping Exploration of design space
Developing such as a Design Tool is Hard Why? • Technical Issues of Dynamic Lighting • Artistic control for style • low-level balancing of context and lighting parameters but provide continuity
ELE – Expressive Lighting Engine A lighting system that: Intelligently adjusts lighting in real-time accommodate context and effect Based on cinematic & theatric theory Allow artist to control lighting at a high-level
ELE Artistic Constraints Previous State Current State WAMP (World Action Message Protocol) Allocation Subsystem Game/Rendering Engine Angle Subsystem Color Subsystem LAMP (Lighting Action Message Protocol) use optimization to find best solution given context, desired effects, state, and artists’ constraints The three subsystems:
ELE Artistic Constraints Previous State Current State WAMP (World Action Message Protocol) Allocation Subsystem Game/Rendering Engine Angle Subsystem Color Subsystem LAMP (Lighting Action Message Protocol) use optimization to find best solution given context, desired effects, state, and artists’ constraints The three subsystems:
Automatic light allocation find best allocation given artistic constraints: n n n Modeling Depth Visibility Visual Continuity Visual Focus Low vs. high key
Algorithm for dynamic allocation 1. 2. 3. Calculate visible area Divide the zone into overlapping areas Allocate a number of lights to areas, given that minimize: visibility depth modeling Visual continuity
Layout of lights
ELE Artistic Constraints Previous State Current State WAMP (World Action Message Protocol) Allocation Subsystem Game/Rendering Engine Angle Subsystem Color Subsystem LAMP (Lighting Action Message Protocol) use optimization to find best solution given context, desired effects, state, and artists’ constraints The three subsystems:
Lighting angle Selection Select azimuth, elevation angles, given artistic constraints : n n n Visual Continuity Motivation of direction Visibility Modeling Mood ELE finds best light angles to meet goals
Automating cinematic lighting design Choosing key light azimuth angle Optimizes: visual mood motivation continuity k is the key light angle, k- is angle previous frame m is the mood angle desired, V is visibility v is the cost of deviation from best visibility angle - is the cost of visual continuity l is the cost of deviation from realistic direction m is the cost of deviation from ideal mood angle visibility & modeling • • •
Evaluation of key light angle visibility & modeling Light s Nose line k Camera From: Millerson’s The technique of lighting for television and Film, 1991 We described these rules as :
ELE: Angle Subsystem Showing character’s facial expressions and gestures
ELE: Angle Subsystem Showing character’s facial expressions and gestures, high tension
ELE: Angle Subsystem Mood Angle = side angle Emphasizing mood and mystery
ELE: Angle Subsystem Mood Angle = side angle Emphasizing mood
ELE Artistic Constraints Previous State Current State WAMP (World Action Message Protocol) Allocation Subsystem Game/Rendering Engine Angle Subsystem Color Subsystem LAMP (Lighting Action Message Protocol) use optimization to find best solution given context, desired effects, state, and artists’ constraints The three subsystems:
Choosing Colors Color (Hue + saturation + intensity) Compose colors for different areas on the set
Choosing Colors Adjust colors to accommodate desired artistic constraints: n Depth n Dramatic Intensity n Dramatic focus n low vs. high key setting n Specific author-suggested Hue, Saturation, Lightness, color Warmth for focus, non-focus, and background Palette restrictions specifying style + maintain visual continuity and style
Choosing Colors Optimize: depth contrast Palette constraints Visual continuity Artist’s desired color parameters
Choosing Colors Saturation Hue Lightness Warmth
Calculating Color Warmth Based on warmth perception Warm Used linear fit to psychophysical data: Cool
ELE: Color Subsystem Lightness (NF) Contrast (F – NF) Warmth (NF) warm tones, low color contrast for low tension, realistic colors
ELE: Color Subsystem cool tones, low color contrast for night scenes, or emphasize character
ELE: Color Subsystem warm, high intensity contrast for high tensions scenes
Two Goals Dynamic Adaptive Lighting: Better gameplay Facilitate new Interactive models High-Level authoring of lighting: Faster prototyping Exploration of design space
Use Light as tension meter Dynamic Intelligent Cinematic Lighting can make a difference in games
Demo (Dynamic Lighting)
Demo (Static Lighting)
Results of Pilot Study – during CHI 2005 Non-players liked the visual representation Liked representation of information through lighting Some players said: it made the game too easy Some gamers said: lighting was disturbing
Adapting Difficulty of Spotting enemies Adaptive Visual Focus can make a difference in games
Two Goals Dynamic Adaptive Lighting: Better gameplay Facilitate new Interactive models High-Level authoring of lighting: Faster prototyping Exploration of design space
Elevator
Elevator EDISON Edge Detection and Image Segmentati. ON [Christoudias et al. 2002] Mean-shift approach [Comaniciu and Meer 2002] Design Galleries [Marks et al. 1997]
User adjusting Lighting in Games like The Sims or The Movies A comment from an educator: “This can be used as a way of promoting Media Literacy”
Classes – Using the Tools 400 -level interdisciplinary course on Interactive Narrative, tools: n n C# Flash ELE Interactive Narrative Engine
Classes – Using the tools 400 -level Game Design, tools: n n n Unreal + ELE Half Life 2 Torque
Classes – Exploring theory 400 -level Interdisciplinary course on Design of Immersive Environments
Future Directions Tools for building engaging interactive experiences More on lighting Lighting: industry partners Continue on Projects: n n n Camera Character Dance
Current Projects Ambient Intelligence and Dance designing tools to allow artists to dictate aesthetic effect Intelligent Systems Pressure + Physiological Sensors
Current Projects Comedia dell’arte in Second Life Character, gesture, and camera tools Virtual Actor Training
Current Projects Lockheed Martin Lighting visual design camera character Living Hypothesis
Future Directions Game Engines + Tools as learning environments Use more of the research tools Impact of the use of the research tools Specifically our work on Games and Modding
Classes – Using Game Modding Middle/high school Gaming for Girls Future Work: n n n Camera tool Lighting Character
In Conclusion
Conclusion Game Industry is a growing industry Game tools are important Devil May Cry II Leaders project, ICT In my research I develop new tools to n n Enhance design process Enhance interactive experience Application of these tools: Education, Training, and other applications
Questions? http: //faculty. ist. psu. edu/ seifel-Nasr/ magy@ist. psu. edu
Modding and Learning Transfer of Computer Science, Math, Art Concepts Different engines promote different concepts, and require different pre-reqs Increase self efficacy of high-school female students Materialize abstract concepts Learn something about themselves Different engines are popular among different groups
Concepts Promoted thru Modding Essential Concepts n Assumptions of engines need to be understood, e. g. Parallel processing in Warcraft III n Concepts you need know to operate the engine, Co-ordinate system Color, contrast, etc. to use ELE Assignment-dependant concepts, e. g. n Character Modeling
Modding and Learning Transfer of Computer Science, Math, Art Concepts Different engines promote different concepts, and require different pre-reqs n n n Graphics: Vector Math, Geometry, Animation Programming: Parallel processing, event programming, Object Oriented Programming Arts: Architecture Design, map design, visual Composition, Lighting, camera movement, etc.
Game Projects involved Project Management Group Work iteration design Prototyping Critique Game Design concepts: n n n Mechanics Rules etc
What do students learn when they are building games using the current tools?
- Textbook development process
- Embedded software development tools
- Time based authoring tools
- Comparative development experiences of india and china
- Using job experiences for development assumes that
- Employee development occurs through job experiences
- Grammar to enrich and enhance writing
- Define fashion merchandising
- Enhance an image
- A new backbone that can enhance learning capability of cnn
- Cosmetics are substances that are used to enhance
- Enhance an image
- Nus grading system
- Enhance life
- A salad that stimulates the appetite of a diner
- Nnn hypno
- What are the 7 stages of curriculum development?
- Interactive theory of development
- The process of designing and maintaining an environment
- Incremental utilization heuristic
- The main issue in designing process layouts concerns what?
- The process of designing and maintaining an environment
- Tabula rasa
- Reading as an interactive process
- Contextual tools
- The appropriate cutting tool used in cutting fabrics
- Hát kết hợp bộ gõ cơ thể
- Ng-html
- Bổ thể
- Tỉ lệ cơ thể trẻ em
- Voi kéo gỗ như thế nào
- Thang điểm glasgow
- Bài hát chúa yêu trần thế alleluia
- Kể tên các môn thể thao
- Thế nào là hệ số cao nhất
- Các châu lục và đại dương trên thế giới
- Công của trọng lực
- Trời xanh đây là của chúng ta thể thơ
- Cách giải mật thư tọa độ
- Làm thế nào để 102-1=99
- Phản ứng thế ankan
- Các châu lục và đại dương trên thế giới
- Thơ thất ngôn tứ tuyệt đường luật
- Quá trình desamine hóa có thể tạo ra
- Một số thể thơ truyền thống
- Cái miệng nó xinh thế
- Vẽ hình chiếu vuông góc của vật thể sau
- Nguyên nhân của sự mỏi cơ sinh 8
- đặc điểm cơ thể của người tối cổ
- Thế nào là giọng cùng tên?
- Vẽ hình chiếu đứng bằng cạnh của vật thể
- Tia chieu sa te
- Thẻ vin
- đại từ thay thế
- điện thế nghỉ
- Tư thế ngồi viết
- Diễn thế sinh thái là
- Các loại đột biến cấu trúc nhiễm sắc thể
- Số nguyên tố là số gì
- Tư thế ngồi viết
- Lời thề hippocrates
- Thiếu nhi thế giới liên hoan
- ưu thế lai là gì
- Khi nào hổ con có thể sống độc lập
- Sự nuôi và dạy con của hổ
- Hệ hô hấp
- Từ ngữ thể hiện lòng nhân hậu
- Thế nào là mạng điện lắp đặt kiểu nổi
- The technique of developing
- Ict content creation
- Linux gui programming
- Gdbtk
- Assembly language programming in 8086 microprocessor
- Lua eclipse
- Unix development tools
- Ms development tools
- Android development tools plugin