Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Avatars bridging the semantic gap eladhari 2007

727 views

Published on

  • Be the first to comment

  • Be the first to like this

Avatars bridging the semantic gap eladhari 2007

  1. 1. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Keynote: Avatars Bridging the Semantic Gap SALERO Open House 13 June 2007 Mirjam Palosaari Eladhari Gotland University
  2. 2. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 My areas: • Game Design • Computing Science Mirjam Palosaari Eladhari
  3. 3. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Mirjam Palosaari Eladhari My areas: • Computing Science • Game Design Using: • Narratology • Behavior science • Expressive AI
  4. 4. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Mirjam Palosaari Eladhari My areas: My field: • Computing Science • Massively Multiplayer • Game Design Online Games Using: Experiments: • Narratology • Semiautonomous • Behavior science avatars in different game context • Expressive AI
  5. 5. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 My Background Academic: Literary Studies, Behavioural science, Computing Science Industrial: Lead Game Programmer at Liquid Media 2000 - 2001. Game production company focussing on 3D Adventure Games. C++, Java, Miles Sound Systems, 3DSMax, FEngine, Criterion Renderware. Tech Lead at Zero Game Studio 2002 - 2003. Studio for applied research in Game Development, part of Interactive Institute. C++, NEL Engine, 3DSMax, MoCap. PhD Student at Gotland University, 2004 - current. Tied to Teesside University in UK and University of California Santa Cruz in USA.
  6. 6. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Overview • Interpreting the world • Syntaxes for rebuilding it in versions • The semantic gap • The Semi-autonomous Avatar • The Future
  7. 7. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 WORLD INTERPRETING THE
  8. 8. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  9. 9. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  10. 10. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  11. 11. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Understanding by abstraction
  12. 12. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Queen of the Prom
  13. 13. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Aristotle: Categoriae • 384 BC – 322 BC • Aristotles 10-fold classification of that which exists. – Substance – Quantity – Quality – Relation – Place – Time – Situation – Condition – Action – passion
  14. 14. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Taxonomy
  15. 15. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  16. 16. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Ontologia 1606, Ogdoas Jacob Lorhard Scholastica by
  17. 17. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  18. 18. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Kant • category = a pure concept of the understanding. • A Kantian category is a characteristic of the appearance of any object in general, before it has been experienced. It is the condition of the possibility of things in general, or of things as such.
  19. 19. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Semantics • Semantics = the aspects of meaning that are expressed in a language, code, or other form of representation.
  20. 20. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  21. 21. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Syntax Programming Languages – categorical list 1 Array languages 23 Machine languages 2 Aspect-oriented languages 24 Macro languages 3 Assembly languages 25 Metaprogramming languages 4 Authoring languages 26 Multiparadigm languages 5 Command line interface languages 27 Numerical analysis 6 Compiled languages 28 Non-English-based languages 7 Concurrent languages 29 Object-oriented class-based languages 8 Curly-bracket languages 29.1 Multiple dispatch 9 Dataflow languages 29.2 Single dispatch 10 Data-oriented languages 30 Object-oriented prototype-based 11 Data-structured languages languages 12 Declarative languages 31 Off-side rule languages 13 Esoteric languages 32 Procedural languages 14 Extension languages 33 Reflective languages 15 Fourth-generation languages 34 Rule-based languages 16 Functional languages 35 Scripting languages 17 Interactive mode languages 36 Stack-based languages 18 Interpreted languages 37 Synchronous languages 19 Iterative languages 38 Syntax handling languages 20 List-based languages 39 Visual languages 21 Little languages 40 Wirth languages 22 Logic-based languages 41 XML-based languages
  22. 22. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 blocks WORLD IN PIECES Breaking it down into building
  23. 23. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Mantegna Labarinto and the Tarrochi of
  24. 24. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Animal Symbolism
  25. 25. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Emblematic symbolism The bird of Hermes is my name eating my wings to make me tame.
  26. 26. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 game A card from WoW trading card
  27. 27. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 WoW Cards
  28. 28. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  29. 29. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  30. 30. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Guide • An atlas, a Monster Guide and a Strategy WoW guides
  31. 31. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Novels
  32. 32. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 All these world systems • Games moving between platforms – new system adaptations
  33. 33. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 We are used to object classifications • Nature: Aristotle and so on. • Philosopy • Jung’s archetypes • Animal symbolism in alchemy • Cultural and religious symbols • Etc etc
  34. 34. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Increasing number of systems availiable • Games • Level editors • Game engines
  35. 35. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  36. 36. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Some Level Editors • Advance Map, editor for the Pokémon games for the GBA. • UnrealEd is the level editor for Epics Unreal series of first-person • Age of Empires Scenario Editor (included in all of series) shooters. • BotEdit Level Editor for BotKiller 2 (RISC OS (Acorn)) • Serious Editor 2, the level and content editor for Serious Sam II • Boulder Dash Construction Kit • SimPE, level and content editor for The Sims 2 • Build, for Build engine based games such as Duke Nukem 3D, • Soldat Map Maker and Polyworks, maps editors for Soldat Shadow Warrior or Blood • Star Wars Battlefront BFBuilder • DeleD, a general-purpose 3D editor specialized on level design and • StarEdit Editor for StarCraft static modelling with export plugins for several common file formats • Siege Editor for Dungeon Siege • Deus Ex SDK for Ion Storms Deus Ex • Test Drive V-Rally track editor (Sega Dreamcast) • DinkEdit for Dink Smallwood • Tomb Raider Level Editor • EliteMap, another editor for the Pokémon games on the GBA. • Tile Studio general purpose sprite/level editor for game programmers • Sandbox Map Editor for Far Cry • Tiled general purpose 2D tile map editor • Final Alert Map Editor for Command & Conquer Red Alert 2 • TimeSplitters level editor • GtkRadiant by id Software and Loki Software • TimeSplitters 2 level editor • The Heroes of Might and Magic series editors. • TimeSplitters: Future Perfect level editor • JED, level editor for Jedi Knight: Dark Forces II • Toads tool 64 a Super Mario 64 level editor currently in development • Kyle Pettys No Fear Racing track editor (Super Nintendo) • UnrealEd for Epics Unreal series of first-person shooters • Lunar Magic, an editor for Super Mario World • Valve Hammer Editor for Half-Life 2 (and related Steam games) • MohRadiant Editor for Medal of Honor: Allied Assault • Warcraft III World Editor (in addition to the Warcraft and Warcraft II • Megazeux Game engine and editor. editors) • Pariah level editor • Wizard and its sequel, Ultimate Wizard • Penny Racers track editor (Nintendo64) • WooHoo, package editor for Mac OS for The Sims 2 • PK Hack Game editor for Earthbound • World Builder map editor for Command & Conquer: Generals - Zero • Q4Radiant Built-in editor for Quake 4 Hour, Command & Conquer: Generals and Command & Conquer 3: • QuArK, Quake Army Knife editor, for a variety of engines (such as Tiberium Wars Quake3, HalfLife, Torque, etc.) • Worms Armageddon map editor • Re-Volt track editor (PC/PS1/N64/Dreamcast) • ZZT game engine and editor • RED Editor, the level editor for Red Faction • Serious Editor, the level editor for Serious Sam •
  37. 37. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 World Builder included with Command & Conquer: Generals
  38. 38. UnrealEd 3.0 screenshot. The open map is "Face 3" fromMirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Unreal Tournament 2004.
  39. 39. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Game Engines 1.Today ~140 Game Engines available to developers (half of them commercial) 2.For virtual worlds: 14 3.A huge increase over the last years
  40. 40. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 MUDs and MUD servers
  41. 41. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 MU* Servers
  42. 42. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 MMO Middleware • Active Worlds • Bigworld Technology • Hero Engine • Gamebryo from Emergent Game Technologies • Kaneva Game Platform • Multiverse • Toi • Torque Game Engine • RealmCrafter • Project Darkstar • NeL from Nevrax, which is the foundation of their MMORPG Ryzom • Second Life (Note: Second Life enables users to create content but not entire standalone games or virtual worlds). • Croquet Project • SparkForge List from June 2007
  43. 43. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 All these worlds • We are great at creating systems for interpeting the complex world around us. Periodical table, Linnés classification system etc.. • We are also great at constructing new systems – historically with an increasing level of virtuality, reaching the cresendo of the latest five years.
  44. 44. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 All these world systems • So many systems • Player is supposed to – while wearing her avatar – UNDERSTAND – the system
  45. 45. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 For Who?
  46. 46. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Some times it doesn’t make sense
  47. 47. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  48. 48. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 understandable without learning. Someone elses ontology is seldom
  49. 49. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Someone elses ontology is seldom understandable without learning. • The more added complexity, the steeper the learning curve for someone trying to understand the world. • True for meeting new cultures; – Countires – Subcultures – Sciences/Knowledge areas – Virtual worlds – etc
  50. 50. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Semantic gap The difference between two descriptions of an object by different linguistic representations, for instance languages or symbols.
  51. 51. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Semantic gap • The key challenge in content analysis is to come as close to semantically relevant information as the human understanding and knowledge, but with as little human manual annotation as possible.
  52. 52. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 The Virtual Human Let the virtual human do it! Not just as an agent but as a semiautonmous avatar!
  53. 53. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Then... What is a human?
  54. 54. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  55. 55. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007
  56. 56. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 May depend on context
  57. 57. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 PC stats
  58. 58. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 PC stats
  59. 59. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Virtual Humans • Hayes-Roth Smart Interactive Characters concerns the development of software "minds" for virtual characters who have distinctly human qualities and capabilities, such as identity and personality, affect and empathy, knowledge and expertise, life story and evolving social relationships • MRE Project - virtual humans with realistic behaviors, and effective natural language communication between users and virtual humans • Bates - believable agents (liminal paper 1994) • OZ project • Miralab in Geneva – personality and Emotion Simulation • The Sims
  60. 60. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Most of the research into virtual humans and different agent structures aim to create fully autonomous agents.
  61. 61. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 In games • Player character is the focalizer (Genette-term). • All functionality implemented in order to facilitate the actions of the player. • Design of the Player Character reflects the overall game design – the lithmus paper of game design. • In the worlds created by humans the Player Character really is the crown of creation.
  62. 62. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Player Character • is the connection point between the player and the game world. • The embodied interface. • The poularity of embodiment in virtual environments.Not at all necessary, but people prefer it. The analogy to the physical world.
  63. 63. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 •The player of a virtual game world need to do a lot of on-the-fly annotation to interpret the world. = ? +
  64. 64. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Semi autonomous avatars Imagine that you, when you play an MMORPG, not only get a virtual body, but also a virtual mind. Depending on game design – sliding scale of level of autonomy, ranging from advice only to full autonomy
  65. 65. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Yet another system. Mind Module Draws upon knowledge of the human mind.
  66. 66. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Mind Module • Only one way of doing it. Reflects the understanding we have of the human mind today. An attempt to implement parts that can be useful in virtual worlds. • Types of personalities. Current implementation uses the OCEAN trait model. • Types of Emotions. Current implementation is based on Tomkin’s affect theory and Ekman’s further work on the same. • Specification of dependencies of how personality and emotion nodes affect mood nodes. • Specification of possible reactions.
  67. 67. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Purpose/Task of Mind Component • Interpret the environment in emotional terms and process affective states • Provide emotional output from the individual player characters • MM give outputs in the form of emotional reactions and/or potential emotional reactions • These outputs in turn become inputs to the sensors of the MMs of surrounding entities.
  68. 68. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Affect Nodes personality - global and permanent emotion - brief and focused (ie. directed at a specific object) mood - brief and global sentiment - permanent and focused
  69. 69. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Personality Trait Nodes Defines how you ”are”. Traits: OCEAN model (Big five)
  70. 70. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Emotion Nodes feel right now Define how you
  71. 71. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Emotions Ekman, P,. “All emotions are basic” in The Nature of Emotion, ed. Paul Ekman, Richard J Davidson, (Oxford University Press 1994) 15 - 19
  72. 72. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Sentiment An emotional disposition towards a specific object or class of objects. Define how you generally feel about specific things
  73. 73. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Mood feel today Define how you
  74. 74. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Back to Kant • A Kantian category is a characteristic of the appearance of any object in general, before it has been experienced. It is the condition of the possibility of things in general, or of things as such. • The ”sentiments” of the MM is one way to help a semiautonous avatar build categories.
  75. 75. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Next step for MM - adaptivity • Functions for ontological knowledge gathering (extending sentiment node functionality): – ie let the characters ’learn’ about their environment by experiences. – May rule out the need for a game specific data mapping. – Can be achieved if the result of actions done or events experienced is coupled to the entities that are the targets for action or the ones causing events. Goal: bridiging the semantic gap by letting the Mind Module help the player with understanding the world, and it’s emotional impact.
  76. 76. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Future
  77. 77. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Rapid growths we have seen recently • Second Life (environments and avatars) • My Space (audio) • You Tube (video) • Flickr (photos) • Wiki’s (systematised content in text form) • Blogs – linking in all above Indiviual expression (companies now moving in) ...And of course the massive increase of people playing MMO’s after the release of WoW
  78. 78. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Rapid growths for structuring and connecting media and systems • The use of TAGs forming tag-clouds: In Wiki’s, in Flickr, in YouTube. • The evolvement of interfaces between the myriad of code syntaxes, ex: SWIG – wrapping of SW Modules, made accessible for many scripting languages.
  79. 79. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Signs of future: Virtual selfes acting on their own? • ALICE bots – people creating bots with simple interfaces – virtual persons that users can chat with. • Macroe’d participation in MMOGs – players program their avatars to act and interact while the player is online
  80. 80. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Signs of Future: Connecting Worlds? • Thoughts on creating virtual world systems connected to each other, similar to the World Wide web: – Croquet project – Second Life releasing source code – More game engines for MMOGs are developed
  81. 81. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Future Virtual selves traversing worlds? Personal virtual worlds? Intelligent objects ”released”?
  82. 82. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Future Virtual selves traversing worlds? Personal virtual worlds? Intelligent objects ”released”? Dependent on: • Standards • Validation of standards • Promotion of standards • Use of standards
  83. 83. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Future • Given the myriad of systems developed the past 2k years – Are we at all capable of standardisation?
  84. 84. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Future • Given the myriad of systems developed the past 2k years – Are we at all capable of standardisation? • Qualified guess: Tools for interfacing beween systems will evolve – giving freedom to the intelligent objects.
  85. 85. Mirjam Palosaari Eladhari , Mirjam.eladhar@hgo.se, Gotland University 2007 Mirjam.eladhari@hgo.se Thank you for your attention!

×