Designing tools enhance interactive experiences the development process
Download
1 / 76

Designing Tools Enhance Interactive Experiences & the development process - PowerPoint PPT Presentation


  • 149 Views
  • Uploaded on

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:

loader
I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.
capcha
Download Presentation

PowerPoint Slideshow about ' Designing Tools Enhance Interactive Experiences & the development process' - ailani


An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript
Designing tools enhance interactive experiences the development process

Designing Tools EnhanceInteractive Experiences& the development process

Magy Seif El-Nasr

College of IST

Penn State University




Interactive entertainment industry impact2
Interactive Entertainment: Industry Impact

  • Game industry profits:

    • 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

Leaders project, ICT

Devil May Cry II

Virtual Aquarium,

NCSU

Importance of Game Engines + tools

Training

Entertainment

Education


code

Tools


Assembly

.radix 16 ;all numbers hexadecimal

start: mov #41,@#8264 ;system variable

loop: jsr r4,print1

.asciz "HELLO WORLD! "

br loop

print1:jsr pc,@#1248 ;print string (ROM call)

rts r4

C#

System.Writeline (“Hello World”);


Learning and computer literacy impact
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
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
Impact and Importance ofthe tools

Facilitate development: games, training, health therapy application

Facilitate learning: media, computing literacy

Facilitate Creativity


Two thrusts of my research
Two thrusts of my research

Tools for building engaging interactive experiences

Game Engines + Tools as learning environments


Two thrusts of my research

  • Focus: visual design and character design

  • Based on cinematic and theatric theory

  • Using CI and AI techniques

Tools for building engaging interactive experiences

Game Engines + Tools as learning environments


My research
My Research

  • Tools

    • Lighting

    • Camera (in progress)

    • Character (in progress)

    • Dance (in Progress)


Why lighting
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

  • PhD in Computer Science

  • 2 years studied acting & lighting design at Northwestern


Why lighting1
Why Lighting?

Dramatic Tension

Visual Focus

Style

Feel of the space

Time of Day

Period

visibility



Game lighting static lighting design
Game Lighting Static Lighting Design

Manually setting light layout (light maps)

Advantages:

  • realistic

  • Controllable

    Disadvantages:

  • Don’t adapt to variations in the environment

  • Requires much memory

x

=

Images from Lightmaps (static shadowmaps) article written by Kurt Miller from:

http://www.flipcode.com/articles/article_lightmaps.shtml

Image from Max Payne


Game lighting static dynamic lighting
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 lighting1
Game Lighting Static + Dynamic Lighting


Game lighting static dynamic lighting2
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
Problems: No modulation

Screenshot from Mission 21

Devil May Cry

Saturation Graph for Screenshot



Problem 1 unpredictability
Problem 1: unpredictability

}

Develop a lighting plot or setup based on:

  • Narrative configuration:

    • Story

    • Conflict/dramatic tension

  • Timing and dramatic progression

  • Physical Configuration:

    • Camera orientation and position

    • Characters positions and orientations

      Requiring dynamic adaptation

depend

on user


Two goals
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

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
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 controllighting at a high-level


ELE

The three subsystems:use optimization to find best solution given context, desired effects, state, and artists’ constraints

ELE

Artistic Constraints

Previous State

Current State

WAMP (World Action Message Protocol)

Allocation Subsystem

Game/Rendering Engine

Angle Subsystem

LAMP (Lighting Action Message Protocol)

Color Subsystem


ELE

The three subsystems:use optimization to find best solution given context, desired effects, state, and artists’ constraints

ELE

Artistic Constraints

Previous State

Current State

WAMP (World Action Message Protocol)

Allocation Subsystem

Game/Rendering Engine

Angle Subsystem

LAMP (Lighting Action Message Protocol)

Color Subsystem


Automatic light allocation
Automatic light allocation

  • find best allocation given artistic constraints:

    • Modeling

    • Depth

    • Visibility

    • Visual Continuity

    • Visual Focus

    • Low vs. high key


Algorithm for dynamic allocation
Algorithm for dynamic allocation

  • Calculate visible area

  • Divide the zone into overlapping areas

  • Allocate a number of lights to areas,given that minimize:

modeling

depth

Visual continuity

visibility



ELE

The three subsystems:use optimization to find best solution given context, desired effects, state, and artists’ constraints

ELE

Artistic Constraints

Previous State

Current State

WAMP (World Action Message Protocol)

Allocation Subsystem

Game/Rendering Engine

Angle Subsystem

LAMP (Lighting Action Message Protocol)

Color Subsystem


Lighting angle selection
Lighting angle Selection

  • Select azimuth, elevation angles, given artistic constraints :

    • 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
Automating cinematic lighting designChoosing key light azimuth angle

Optimizes:

  • 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

visual continuity

visibility & modeling

mood

motivation


Evaluation of key light angle visibility modeling
Evaluation of key light angle visibility & modeling

Light

Nose

line

s

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, high tension


Emphasizing mood and mystery
Emphasizing mood and mystery

ELE: Angle Subsystem

Mood Angle = side angle


Ele angle subsystem
ELE: Angle Subsystem

Mood Angle = side angle

Emphasizing mood


ELE

The three subsystems:use optimization to find best solution given context, desired effects, state, and artists’ constraints

ELE

Artistic Constraints

Previous State

Current State

WAMP (World Action Message Protocol)

Allocation Subsystem

Game/Rendering Engine

Angle Subsystem

LAMP (Lighting Action Message Protocol)

Color Subsystem


Choosing colors
Choosing Colors

  • Color (Hue + saturation

    + intensity)

  • Compose colors for different areas on the set


Choosing colors1
Choosing Colors

Adjust colors to accommodate desired artistic constraints:

  • Depth

  • Dramatic Intensity

  • Dramatic focus

  • low vs. high key setting

  • Specific author-suggested

    • Hue, Saturation, Lightness, color Warmth for focus, non-focus, and background

    • Palette restrictions specifying style

      + maintain visual continuityand style


Choosing colors2
Choosing Colors

Optimize:

depth

contrast

Palette constraints

Visual

continuity

Artist’s desired color

parameters


Choosing colors3
Choosing Colors

Saturation

Hue

Lightness

Warmth


Calculating color warmth
Calculating Color Warmth

Based on warmth perception

Used linear fit to psychophysical data:

Warm

Cool


Ele color subsystem
ELE: Color Subsystem

Lightness (NF)

Contrast (F – NF)

Warmth (NF)

warm tones, low color contrastfor low tension, realistic colors


Cool tones low color contrast for night scenes or emphasize character

ELE: Color Subsystem

cool tones, low color contrastfor night scenes,or emphasize character


Warm high intensity contrast for high tensions scenes
warm, high intensity contrastfor high tensions scenes

ELE: Color Subsystem


Two goals1
Two Goals

Dynamic Adaptive Lighting:

  • Better gameplay

  • Facilitate new Interactive models

    High-Level authoring of lighting:

  • Faster prototyping

  • Exploration of design space


Dynamic intelligent cinematic lighting can make a difference in games
Dynamic Intelligent Cinematic Lighting can make a difference in games

Use Light as tension meter




Results of pilot study during chi 2005
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


Adaptive visual focus can make a difference in games
Adaptive Visual Focus can make a difference in games

Adapting Difficulty of Spotting enemies


Two goals2
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 SegmentatiON [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
Classes – Using the Tools

  • 400-level interdisciplinary course on Interactive Narrative, tools:

    • C#

    • Flash

    • ELE

    • Interactive Narrative Engine


Classes using the tools1
Classes – Using the tools

  • 400-level Game Design, tools:

    • Unreal + ELE

    • Half Life 2

    • Torque


Classes exploring the theory
Classes – Exploring the theory

400-level Interdisciplinary course on Design of Immersive Environments


Future directions
Future Directions

  • More on lighting

  • Lighting: industry partners

  • Continue on Projects:

    • Camera

    • Character

    • Dance

Tools for building engaging interactive experiences


Current projects
Current Projects

Ambient Intelligence and Dance

designing tools to allow artists to dictate aesthetic effect

Intelligent Systems

Pressure + Physiological Sensors


Current projects1
Current Projects

Comedia dell’arte in Second Life

Character, gesture, and camera tools

Virtual Actor

Training


Current projects2
Current Projects

Lockheed Martin

Lighting

visual design

camera

character

Living Hypothesis


Future directions1
Future Directions

  • Use more of the research tools

  • Impact of the use of the research tools

Game Engines + Tools as learning environments

Specifically our work on

Games and Modding


Classes using game modding
Classes – Using Game Modding

  • Middle/high school Gaming for Girls

  • Future Work:

    • Camera tool

    • Lighting

    • Character



Conclusion

Leaders project, ICT

Devil May Cry II

Conclusion

  • Game Industry is a growing industry

  • Game tools are important

  • In my research I develop new tools to

    • Enhance design process

    • Enhance interactive experience

  • Application of these tools: Education, Training, and other applications


Questions

Questions?

http://faculty.ist.psu.edu/seifel-Nasr/

[email protected]


Modding and learning
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
Concepts Promoted thru Modding

  • Essential Concepts

    • Assumptionsof engines need to be understood, e.g.

      Parallel processing in Warcraft III

    • Concepts you need know to operate the engine,

      • Co-ordinate system

      • Color, contrast, etc. to use ELE

  • Assignment-dependant concepts, e.g.

    • Character Modeling


Modding and learning1
Modding and Learning

  • Transfer of Computer Science, Math, Art Concepts

  • Different engines promote different concepts, and require different pre-reqs

    • 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
Game Projects involved

  • Project Management

  • Group Work

  • iteration design

  • Prototyping

  • Critique

  • Game Design concepts:

    • Mechanics

    • Rules

    • etc



ad