theory
- digital convergence
- broadband communication
- multimedia information retrieval

title
Annotated Tour in Amsterdam
duration
1-2 minutes
effort
1 or 2 week(s)
format
flash
description
Take a map of Amsterdam and select a particular route.
Make a presentation that offers information about a number
of locations on that route. The choice of locations is free.
The information given must be relevant from some chose perspective.
For example, looking at the buldings on the route you
may take an historic perspective (and skectch the development
in time) or an architectural perspective (and analyse
and compare various styles of building).
Alternatively, you may take a cultural perspective,
and show fragments of the ife and working of
living or dead artists.
The presentation must be entertaining, not to say compelling.
The user/viewer must be ableto enjoy the presentation
without being obliged to make any choice or giving directives.
phases
- determination of the concept -- that is route, perspective and (global) contents
- detailed scenario -- choice of images and other material, description of scenes and transitions
- technical realisation -- elaboration of scenes and (visual) effects
- finalproduction -- finishing touch and conversion to shockwave format
- justification -- a brief description of the presentation, and an explanation of what 'meta-information'is needed to make
you presentation accessible for search
deliverables
The groeps must maintain a web-site where
all the deliverables of the project are available for inspection:
- week 1: determination of concept -- 1 'page'
- week 3: detailed scenarion -- max 10 pages, with timeline, schetches, photo material, and a brief description per scene
- week 6: technical realisation -- keep a record of the work done
- week 8: final production -- movie in flash format
- week 8: justification -- one or two pages
procedure
The deliverables must be available in the web directory of your
account. Take care to make the site attractive and sufficiently informative.
deadlines
See your online information
guidance
For each phase there is a deliverable.
The deliverables must be approved before you may
continue with the next phase.
remarks
Learning flex and/or flash takes time.
In week 1, 2 and 3,
when you work on the concept and scenario,
you must get familiar with your tool of choice
and do experiments by realizing fragments of your
presentation and exploring the features of your tool.
digital convergence

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- (*) Give a short description of the contents and structure of your presentation. Indicate how the information contained in your presentation can be made accessible (for example in search).
(1)
- (*) Sketch the developments in multimedia. What do you expect to be the commercial impact of multimedia in the (near) future?
- Explain what is meant by digital convergence.
- Which kinds of (digital) convergence do we have?
- Discuss the relation between the medium and the message..
- Give a brief sketch of the development of digital entertainment.
- Characterize: HDTV, SDTV, ITV.
- Discuss convergence with respect to platforms.
- Discuss convergence with respect to delivery.
(2)
- (*) What factors play a role in the development of multimedia information systems? What research issues are there? When do you expect the major problems to be solved?
- Define the notion of information spaces?
- Indicate how multimedia objects may be placed (an queried for) in an information (hyper) space?
- Characterize the notion of hypermedia.
- Discuss which developments make a large scale application of multimedia information systems possible.
- Give a characterization of an object, a query and a clue in an information space.
- Describe the Dexter Hypertext Reference Model.
- Give a description of the Amsterdam Hypermedia Model.
(3)
- (*) What role do standards play in multimedia? Why are standards necessary for compression and delivery. Discuss the MPEG-4 standard and indicate how it is related to other (possible) standards.
- What is a codec?
- Give a brief overview of current multimedia standards.
- What criteria must a (multimedia) semantic web satisfy?
- What is the data rate for respectively (compressed) voice, audio and video?
- Explain how a codec functions.
- Which considerations can you mention for choosing a compression method?
- Give a brief description of: XML, MPEG-4, SMIL, RM3D
(5)
- (*) What is meant by the complementarity of authoring and retrieval? Sketch a possible scenario of (multimedia) information retrieval and indicate how this may be implemented. Discuss the issues that arise in accessing multimedia information and how content annotation may be deployed.
- How would you approach content-based description of images?
- What is the difference between a metric approach and the transformational approach to establishing similarity between images?
- What problems may occur when searching in text or document databases?
- Give a definition of: shape descriptor and property descriptor. Give an example of each.
- How would you define edit distance?
- Characterize the notions precision and recall.
- Give an example (with explanation) of a frequency table.
(6)
- (*) How can video information be made accessible? Discuss the requirements for supporting video queries.
- What are the ingredients of an audio data model
- What information must be stored to enable search for video content?
- What is feature extraction? Indicate how feature extraction can be deployed for arbitrary media formats.
- What are the parameters for signal-based (audio) content?
- Give an example of the representation of frame-dependent en frame-independent properties of a video fragment.
- What are the elements of a query language for searching in video libraries.
- Give an example (with explanation) of the use of VideoSQL.
(7)
- (*) What are the issues in designing a (multimedia) information system architecture. Discuss the tradeoffs involved.
- What considerations would you have when designing an architecture for a multimedia information system.
- Characterize the notion of media abstraction.
- What are the issues in networked multimedia.
- Describe (the structure of) a video database, using media abstractions.
- Give a definition of the notion of a structured multimedia database.
- Give an example (with explanation) of querying a hybrid multimedia database.
- Define (and explain) the notion of virtual objects in networked multimedia.
(8)
- (*) Discuss how virtual environments may be used for giving access to (multimedia) information. Give a brief characterization of virtual environments, and indicate how information (hyper) spaces may be projected in a virtual environment.
- What is meant by virtual context?
- Give an example of navigation by query, and indicate its possible advantages.
- Discuss the deployment of (intelligente) navigation agents.
- Give a brief characterization of: VRML.
- What is a viewpoint transformatie?
- What kinds of navigation can you think of?
- How may intelligent avatars be realized? Give an example.
section(s)

levels of meaning
- actionary level -- action and movements
- sensory/iconic level -- images and impressions
- symbolic level -- language and mathematics

cultural convergence
The cultural convergence of art, science, and technology
provides ample opportunity for artists to challenge
the very notion of how art is produced and
to call into question its subject matter and its function in society.

standardization and uniformity
- Telematic media were incorporated very quickly in the
globalization strategies of transnational corporations and their political
administrators and they became increasingly dependent on existing power
structures.
- At the other end of the scale, there were individuals, or comparatively small groups,
who projected great hopes onto these networks as a testing ground for cultural,
artistic and political models that would give greater prominence
and weight to divergence and plurality.

Scientific American (november 2000)
The barriers
between TV, movies, music, videogames and the Internet are crumbling.
Audiences are fetting new creative options.
Here is what entertainment could become if the technological and legal hurdles can be cleared ...

Underlying the importance of entertainment in the era
of digital convergence is the premisse governing
an entertainment economy, which may be stated as
there is no business without show business

evolution of digital entertainment
- 1953: Winky Dink (CBS) -- interactive television, drawing exercise
- 1972: Pong (Atari) -- ping-pong on computer screen
- 1977: Adventure -- text-based interactive fiction
- 1983: Dragon's Liar -- laser-disc technology 3D game
- 1989: SimCity -- interactive simulation game
- 1989: Back to the Future -- the Ride
- 1993: Doom -- 3D action game
- 1995: The Spot -- interactive web-based soap opera (Webisodic)
- 1999: IMAX3D -- back to Atlantis (Las Vegas)
- 2000: Big Brother -- TV + around the clock Web watch + voting
- 2001: FE Sites -- fun enhanced web sites

experience is fundamental to human life
The desire to share experiences
will be the motivating factor in the development of exciting multimedia technology in the foreseeable future.

communication technology
- oral -- communicate symbolic experiences
- writing -- record symbolic experiences
- paper -- portability
- print -- mass distribution
- telegraph -- remote narrow communication
- telephone -- remote analog communication
- radio -- analog broadcasting of sound
- television -- analog A/V broadcasting
- recording media -- analog recording
- digital processing -- machine enhancement
- internet -- multimedia communication

the medium was the message when only one medium could be used to communicate messages.
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VR for pain relief | image delivery system |

... cyberspace is a construct in terms of an electronic system.
cyberspace
television, video cassettes, video tape-recorder/players, video games, and personal computers all form an
encompassing electronic system whose various forms interface to constitute an alternative and absolute world
that uniquely incorporates the spectator/user in a spatially decentered, weakly temporalized and
quasi-disembodied state.
virtual reality
virtual reality (is) when and where the computer disappears and you become the 'ghost in the machine' ...
history
the receiver at the RCA Pavillon was way ahead of its time, it was a combination of television - radio - recorder - playback - facsimile - projector ...
digital convergence
the union of audio, video and data communication into a single source, received on a single device, delivered by a single connection

subsidiary convergences
- content -- audio, video, data
- platform -- PC, TV, internet, game machine
- distribution -- how it gets to your platform

convergence
- content -- 2D/3D graphics, data, video, audio
- distribution -- broadcast, wireless, DVD, internet, satelite, cable
- platform -- PC, television, game machine, wireless data pad, mobile phone

|
exposition on the history of TV in Institute for Time-based Arts/Montevideo |

acronyms
- HDTV -- high definition television
- SDTV -- standard definition television
- ITV -- interactive television

a killer d-TV appliance ...
- personal television -- TiVo, Replay-TV (MPEG-2 cache)
- game machine -- Sony PS 2/3, X-Box
TV or PC
The roadblock to the Entertainment PC could be the PC itself. Even a cheap TV doesn't crash or freeze. The best computers still do.

distribution
- telephone network -- from 0.5 - 2 Mbps to 60 Mpbs (2.5km)
- broadcast TV -- 6 MHz / 19 Mbps (4 channels MPEG HDTV)
- cable TV -- hybrid fiber-optic coaxial cable 6 Mbps
- fixed wireless -- 2 Mbps (radiotowers + rooftop antenna), phones/handhelds
- satellite -- downloads to 100kbps, modem for uploads ...

digital convergence
what will we do with convergence once we have it?
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Berkeley mesh | San Francisco view | augmented terrain map |

Google Earth

media as materials
each medium of communication tended to create a dangerous monopoly of knowledge
technological determinism
technological determinism was not the answer,
...
more attempts were to be made to provide answers about the social consequences of television than
had ever been asked about radio.
information
Information became a major concern anywhere during the late 1960 and 1970s where there was simultaneous
talk both of 'lack of information' and 'information saturation'.
[History], p. 555
compression is the key to effective delivery

media | uncompressed | compressed |
voice 8k samples/sec, 8 bits/sample | 64 kbps | 2-4 kbps |
slow motion video 10fps 176x120 8 bits | 5.07 Mbps | 8-16 kbps |
audio conference 8k samples/sec 8bits | 64 kbps | 16-64 kbps |
video conference 15 fps 352x240 8bits | 30.4 Mbps | 64-768 kbps |
audio (stereo) 44.1 k samples/s 16 bits | 1.5 Mbps | 128k-1.5Mbps |
video 15 fps 352x240 15 fps 8 bits | 30.4 Mbps | 384 kbps |
video (CDROM) 30 fps 352x240 8 bits | 60.8 Mbps | 1.5-4 Mbps |
video (broadcast) 30 fps 720x480 8 bits | 248.8 Mbps | 3-8 Mbps |
HDTV 59.9 fps 1280x720 8 bits | 1.3 Gbps | 20 Mbps |

(phone: 56 Kb/s, ISDN: 64-128 Kb/s, cable: 0.5-1 Mb/s, DSL: 0.5-2 Mb/s)
images, video and audio are amenable to compression
statistical redundancy in signal
- spatial correlation -- neighbour samples in single frame
- temporal correlation -- between segments (frames)
irrelevant information
- from perceptual point of view
B. Vasudev & W. Li, Memory management: Codecs

codec = (en)coder + decoder
signal -> source coder -> channel coder (encoding)
signal <- source decoder <- channel decoder (decoding)
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codec design problem
From a systems design viewpoint, one can restate
the codec design problem as a bit rate minimization problem,
meeting (among others) constraints concerning:
- specified levels of signal quality,
- implementation complexity, and
- communication delay (start coding -- end decoding).

tradeoffs
- resilience to transmission errors
- degradations in decoder output -- lossless or lossy
- data representation -- browsing & inspection
- data modalities -- audio & video.
- transcoding to other formats -- interoperability
- coding efficiency -- compression ratio
- coder complexity -- processor and memory requirements
- signal quality -- bit error probability, signal/noise ratio

- pixel-based -- MPEG-1, MPEG-2, H3.20, H3.24
- object-based -- MPEG-4

MPEG-1 video compression uses both intra-frame analysis, for the compression of individual frames (which are like images), as well as. inter-frame analysis, to detect redundant blocks or invariants between frames.

frames
- I: intra-frames -- independent images
- P: computed from closest frame using DCT (or from P frame)
- B: computed from two closest P or I frames
GigaPort
- optical network technologies - models for network architecture, optical network components and light path provisioning.
- high performance routing and switching - new routing technologies and transport protocols, with a focus on scalability and stability robustness when using data-intensive applications with a high bandwidth demand.
- management and monitoring - incident response in hybrid networks (IP and optical combined) and technologies for network performance monitoring, measuring and reporting.
- grids and access - models, interfaces and protocols for user access to network and grid facilities.
- test methodology - effective testing methods and designing tests for new technologies and network components.

system |
spatial resolution |
frame rate |
mbps |
NTSC | 704 x 480 |
30 |
243 mbps |
PAL/SECAM |
720 x 576 |
25 |
249 mbps |

item |
streaming |
downloaded |
bandwidth |
equal to the display rate |
may be arbitrarily small |
disk storage |
none |
the entire file must be stored |
startup delay |
almost none |
equal to the download time |
resolution |
depends on available bandwidth |
depends on available disk storage |

formats
Quicktime, introduced by Apple, early 1990s, for local viewing;
RealVideo, streaming video from RealNetworks; and
Windows Media, a proprietary encoding scheme fromMicrosoft.
Examples of these formats, encoded for various bitrates
are available at Video at VU.
standards
- XML -- eXtensible Markup Language (SGML)
- MPEG-4 -- coding audio-visual information
- SMIL -- Synchronized Multimedia Integration Language
- RM3D -- (Web3D) Rich Media 3D (extensions of X3D/VRML)

"Perhaps the most immediate need for MPEG-4 is defensive.
It supplies tools with which to create uniform (and top-quality)
audio and video encoders on the Internet,
preempting what may become an unmanageable tangle
of proprietary formats."
MPEG-4
a toolbox of advanced compression algorithms for audiovisual information
scalability
- bitrate -- switching to lower bitrates
- bandwidth -- dynamically discard data
- encoder and decoder complexity -- signal quality
audiovisual information
- still images, video, audio, text
- (synthetic) talking heads and synthesized speech
- synthetic graphics and 3D scenes
- streamed data applied to media objects
- user interaction -- e.g. changes of viewpoint
example
Imagine, a talking figure standing next to a desk
and a projection screen, explaining the contents of
a video that is being projected
on the screen, pointing at a globe that stands on the desk.
The user that is watching that scene decides to
change from viewpoint to get a better look at the globe ...
media objects
- media objects -- units of aural, visual or audiovisual content
- composition -- to create compound media objects (audiovisual scene)
- transport -- multiplex and synchronize data associated with media objects
- interaction -- feedback from users' interaction with audiovisual scene
composition
- placing media objects anywhere in a given coordinate system
- applying transforms to change the appearance of a media object
- applying streamed data to media objects
- modifying the users viewpoint
transport
The data stream (Elementary Streams)
that result from the coding process can be transmitted
or stored separately and need
to be composed so as to create the actual
multimedia presentation at the receivers side.
scenegraph
- BIFS (Binary Format for Scenes) -- describes spatio-temporal arrangements of (media) objects in the scene
- OD (Object Descriptor) -- defines the relationship between the elementary streams associated with an object
- event routing -- to handle user interaction
DMIF
Delivery Multimedia Integration Framework
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(a) scene graph | (b) sprites |

benefits
- end-users -- interactive media accross all platforms and networks
- providers -- transparent information for transport optimization
- authors -- reusable content, protection and flexibility
managing intellectual property
XMT
- XMT contains a subset of X3D
- SMIL is mapped (incompletely) to XMT
SMIL
TV-like multimedia presentations
parallel and sequential
Authoring a SMIL presentation comes down, basically, to
name media components for text, images,audio and video with URLs, and to schedule their presentation either in parallel or in sequence.
presentation characteristics
- The presentation is composed from several components that are accessible via URL's, e.g. files stored on a Web server.
- The components have different media types, such as audio, video, image or text. The begin and end times of different components are specified relative to events in other media components. For example, in a slide show, a particular slide is displayed when the narrator in the audio starts talking about it.
- Familiar looking control buttons such as stop, fast-forward and rewind allow the user to interrupt the presentation and to move forwards or backwards to another point in the presentation.
- Additional functions are "random access", i.e. the presentation can be started anywhere, and "slow motion", i.e. the presentation is played slower than at its original speed.
- The user can follow hyperlinks embedded in the presentation.

applications
- Photos taken with a digital camera can be coordinated with a commentary
- Training courses can be devised integrating voice and images.
- A Web site showing the items for sale, might show photos of the product range in turn on the screen, coupled with a voice talking about each as it appears.
- Slide presentations on the Web written in HTML might be timed so that bullet points come up in sequence at specified time intervals, changing color as they become the focus of attention.
- On-screen controls might be used to stop and start music.

example
<par>
<a href="#Story"> <img src="button1.jpg"/> </a>
<a href="#Weather"> <img src="button2.jpg"/></a>
<excl>
<par id="Story" begin="0s">
<video src="video1.mpg"/>
<text src="captions.html"/>
</par>
<par id="Weather">
<img src="weather.jpg"/>
<audio src="weather-rpt.mp3"/>
</par>
</excl>
</par>

history
Experience from both the CD-ROM community and from the Web multimedia community suggested that it would be beneficial to adopt a declarative format for expressing media synchronization on the Web as an alternative and complementary approach to scripting languages.
Following a workshop in October 1996, W3C established a first working group on synchronized multimedia in March 1997. This group focused on the design of a declarative language and the work gave rise to SMIL 1.0 becoming a W3C Recommendation in June 1998.
SMIL 2.0 Modules
- The Animation Modules
- The Content Control Modules
- The Layout Modules
- The Linking Modules
- The Media Object Modules
- The Metainformation Module
- The Structure Module
- The Timing and Synchronization Module
- The Time Manipulations Module
- The Transition Effects Module

module-based reuse
- SMIL modules could be used to provide lightweight multimedia functionality on mobile phones, and to integrate timing into profiles such as the WAP forum's WML language, or XHTML Basic.
- SMIL timing, content control, and media objects could be used to coordinate broadcast and Web content in an enhanced-TV application.
- SMIL Animation is being used to integrate animation into W3C's Scalable Vector Graphics language (SVG).
- Several SMIL modules are being considered as part of a textual representation for MPEG4.

www.web3d.org
- VRML 1.0 -- static 3D worlds
- VRML 2.0 or VRML97 -- dynamic behaviors
- VRML200x -- extensions
- X3D -- XML syntax
- RM3D -- Rich Media in 3D
groups.yahoo.com/group/rm3d/
The Web3D Rich Media Working Group was formed to develop a Rich Media standard format (RM3D) for use in next-generation media devices. It is a highly active group with participants from a broad range of companies including 3Dlabs, ATI, Eyematic, OpenWorlds, Out of the Blue Design, Shout Interactive, Sony, Uma, and others.
RM3D
The Web3D Consortium initiative is fueled by a clear need for a standard high performance Rich Media format. Bringing together content creators with successful graphics hardware and software experts to define RM3D will ensure that the new standard addresses authoring and delivery of a new breed of interactive applications.
requirements
- rich media -- audio, video, images, 2D & 3D graphics
(with support for temporal behavior, streaming and synchronisation)
- applicability -- specific application areas, as determined by
commercial needs and experience of working group members
- interoperability -- VRML97, X3D, MPEG-4, XML (DOM access)
- object model -- common model for representation of objects and capabilities
- extensibility -- integration of new objects (defined in Java or C++), scripting capabilities and declarative content
- high-quality realtime rendering -- realtime interactive media experiences
- platform adaptability -- query function for programmatic behavior selection
- predictable behavior -- well-defined order of execution
- high precision number systems -- greater than single-precision IEEE floating point numbers
- minimal size -- download and memory footprint
SMIL is closer to the author
and RM3D is closer to the implementer.
working draft
Since there are three vastly different proposals for this section (time model), the original <RM3D> 97 text
is kept. Once the issues concerning time-dependent nodes are resolved, this section can be
modified appropriately.
time model
- MPEG-4 -- spring metaphor
- SMIL -- cascading time
- RM3D/VRML -- event routing
MPEG-4 -- spring metaphor
- duration -- minimal, maximal, optimal
SMIL -- cascading time
- time container -- speed, accelerate, decelerate, reverse, synchronize
<seq speed="2.0">
<video src="movie1.mpg" dur="10s"/>
<video src="movie2.mpg" dur="10s"/>
<img src="img1.jpg" begin="2s" dur="10s">
<animateMotion from="-100,0" to="0,0" dur="10s"/>
</img>
<video src="movie4.mpg" dur="10s"/>
</seq>
RM3D/VRML -- event routing
- TimeSensor -- isActive, start, end, cycleTime, fraction, loop
4 generations of GPU
-
Before the introduction of the GPU, there only existed
very expensive specialized hardware such as the machines
from SGI.
-
The first generation of GPU, including NVIDIA TNT2, ATI Rage
and 3dfx Voodoo3, only supported rasterizing pre-transformed
triangles and some limited texture operations.
-
The second generation of GPUs, which were introduced
around 1999, included the NVIDIA GeForce 2 and ATI Radeon 7500.
They allowed for both 3D vertex transformations and
some lighting, conformant with OpenGL and DirectX 7.
-
The tird generation GPUs, including NVIDIA GeForce 3,
Microsoft Xbox and ATI Radeon 8500,
included both powerful vertex processing capabilities
and some pixel-based configuration operations,
exceeding those of OpenGL and DirectX 7.
-
Finally, the fourth generation of GPUs,
such as the NVIDIA GeForce FX and ATI Radeon 9700,
allow for both complex vertex and pixel operations.

graphics pipeline
- vertex transformation -- apply world, view, projection transforms
- assembly and rasterization -- combine, clip and determine pixel locations
- fragment texturing and coloring -- determine pixel colors
- raster operations -- update pixel values

A simple morphing shader in ViP, see section 4.3.

HLSL declarations
texture tex;
float4x4 wvp; // World * View * Projection matrix
sampler tex_sampler = sampler_state
{
texture = /;
};

vertex shader data flow
struct vsinput {
float4 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct vsoutput {
float4 position : POSITION; // vertex position
float4 color : COLOR0; // vertex diffuse color
float2 uv : TEXCOORD0; // vertex texture coords
};

vertex shader
vsoutput vs_id( vsinput vx ) {
vsoutput vs;
vs.position = mul(vx.position, wvp);
vs.color = color;
vs.uv = vx.uv;
return vs;
}

pixel shader
struct psoutput
{
float4 color : COLOR0;
};
psoutput ps_id( vsoutput vs )
{
psoutput ps;
ps.color = tex2D(tex_sampler, vs.uv) * vs.color;
return ps;
}

technique selection
technique render_id
{
pass P0
{
VertexShader = compile vs_1_1 vs_id();
PixelShader = compile ps_2_0 ps_id();
}
}

Examples of Impasto, see examples -- impasto

morphing (vertex) shader
float3 spherePos = normalize(vx.position.xyz);
float3 cubePos = 0.9 * vx.position.xyz;
float t = frac(speed * time);
t = smoothstep(0, 0.5, t) - smoothstep(0.5, 1, t);
// find the interpolation factor
float lrp = lerpMin + (lerpMax - lerpMin) * t;
// linearly interpolate the position and normal
vx.position.xyz = lerp(spherePos, cubePos, lrp);
vx.normal = lerp(sphereNormal, cubeNormal, lrp);
// apply the transformations
vs.position = mul(wvp, vx.position);

coloring (pixel) shader
float4 x = tex2D(tex_sampler, vs.uv);
if (x.r > x.g && x.r > x.b) { x.r *= xi; x.g *= xd; x.b *= xd; }
else if (x.g > x.r && x.g > x.b) { x.g *= xi; x.r *= xd; x.b *= xd; }
else if (x.b > x.r && x.b > x.g) { x.b *= xi; x.r *= xd; x.g *= xd; }
ps.color = x;

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rendering of van Gogh painting with Impasto |

comparative overview
|
BlC |
AW |
D3D |
HL2 |
SL |
in-game building |
- | + | +/- | - | ++ |
avatar manipulation |
+ | ++ | +/- | + | ++ |
artifical intelligence |
+ | - | +/- | + | - |
server-side scripts |
+ | - | +/- | + | ++ |
client-side scripts |
++ | - | +/- | + | - |
extensibility |
+ | - | ++ | + | +/- |
open source |
- | - | ++ | - | +/- |
open standards |
- | - | +/- | - | +/- |
interaction |
+/- | +/- | ++ | ++ | +/- |
graphics quality |
+/- | +/- | ++ | ++ | + |
built-in physics |
- | - | + | ++ | + |
object collision |
- | - | ++ | ++ | + |
content tool support |
+/- | - | ++ | + | - |

|
Clima Futura architecture |

module(s)
- climate model(s) - action script module(s)
- game play interaction - event-handler per game event
- video content module - video fragment(s) and interaction overlays
- minigame(s) - flash module(s) with actionscript interface
- Clima Futura - integration of modules 1-4, plus server-side ranking
- adapted versions -- educational, commercial
- multi-user version --with server-side support

interactive application(s)
- realtime interaction -- providing information
- content navigation -- providing view(s)

collada
- document(s) -- schema, asset, library, technique, ...
- geometry -- array, accessor, meshes, vertices, polygons, ...
- scene(s) -- material, light, optics, camera, imager, ...
- effect(s) -- shader, profiles, techniques, pass, ...
- animation(s) -- sampler, channel, controller, skin, morphing, ...
- physics -- collision, equation, rigid body, constraints, force, ...

Amsterdam Drugport
Amsterdam is an international centre of traffic and trade. It is renowned for its culture and liberal attitude, and attracts tourists from various ages, including young tourists that are attracted by the availability of soft drugs. Soft drugs may be obtained at so-called coffeeshops, and the possession of limited amounts of soft drugs is being tolerated by the authories.
The European Community, however, has expressed their concern that Amsterdam is the centre of an international criminal drug operation. Combining national and international police units, a team is formed to start an exhaustive investigation, under the code name Amsterdam Drugport.
information
- video surveillance -- monitoring
- telephone wiretaps -- audio recording
- photography -- archive
- documents -- investigations
- transactions -- structured data
- geographic information -- locations, routes

media types
- images -- photos
- video -- surveillance
- audio -- interviews, phone tracks
- documents -- forensic, reports
- handwriting -- notes
- structured data -- transactions

retrieval
- image query -- all images with this person
- audio query -- identity of speaker
- text query -- all transactions with BANK Inc.
- video query -- all segments with victim
- complex queries -- convicted murderers with BANK transactions
- heterogeneous queries -- photograph + murderer + transaction
- complex heterogeneous queries -- in contact with + murderer + transaction

information retrieval
Information retrieval, according to [IR], deals with the representation, storage, organisation of, and access to information items.
To see what is involved, imagine that we have a (user) query like:
find me the pages containg information on ...
information retrieval models
- boolean or set-theoretic models
- vector or algebraic models
- probabilistic models

vector models
- attribute term weighting scheme improves performance
- partial matching strategy allows retrieval of approximate material
- metric distance allows for sorting according to degree of similarity

image query
- obtaining descriptive information
- establishing similarity
content-based description
- objects in image
- shape descriptor -- shape/region of object
- property description -- cells in image

shape
- bounding box -- (XLB,XUB,YLB,YUB)
property
example
shape descriptor: XLB=10; XUB=60; YLB=3; YUB=50 (rectangle)
property descriptor: pixel(14,7): R=5; G=1; B=3

definitions
- image grid: cells of equal size
- cell property: (Name, Value, Method)
example
property: (bwcolor,{b,w},bwalgo)

similarity-based retrieval
How do we determine whether the content of a segment
(of a segmented image) is similar to another image (or set
of images)?
solutions
- metric approach -- distance between two image objects
- transformation approach -- relative to specification

metric approach
distance is distance measure if:
d(x,y) = d(y,x)
d(x,y) d(x,z) + d(z,y)
d(x,x) = 0
pixel properties
- objects with pixel properties
- pixels:
- object contains w x h (n+2)-tuples
complexity
a set of points in k-dimensional space for k = n + 2

feature extraction
- maps object into s-dimensional space
transformation approach
Given two objects o1 and o2,
the level of dissimilarity is proportional
to the (minimum) cost of transforming object o1
into object o2 or vice versa

transformation operators
-- translation, rotation, scaling

cost
-
distance
-
advantages
- user-defined similarity -- choice of transformation operators
- user-defined cost-function

operations
rotate(image-id,dir,angle)
segment(image-id, predicate)
edit(image-id, edit-op)
image repository
- storage -- unsegmented images
- description -- limited set of features
- index -- feature-based index
- retrieval -- distance between feature vectors

mission
Our goal is to study aspects of the deployment and architecture of virtual environments as an interface to (intelligent) multimedia information systems ...

query
- document database + string matching
problems
- synonymy -- topic T does not occur literally in document D
- polysemy -- some words may have many meanings

effective search
- precision -- how many answers are correct
- recall -- how many of the right documents are returned

precision and recall
precision = ( returned and relevant ) / returned
recall = ( returned and relevant ) / relevant
anomalies
- return all documents: perfect recall, low precision
- return 'nothing': 'perfect' precision, low recall

example
term/document | d0 | d1 | d2 |
snacks | 1 | 0 | 0 |
drinks | 1 | 0 | 3 |
rock-roll | 0 | 1 | 1 |

complextity
compare term frequencies per document -- O(M*N)
reduction
- stop list -- irrelevant words
- word stems -- reduce different words to relevant part
user-oriented measures
- coverage ratio -- fraction of known documents
- novelty ratio -- fraction of new (relevant) documents
- relative recall -- fraction of expected documents
- recall effort -- fraction of examined documents

video annotation
- what are the interesting aspects?
- how do we represent this information?
video content
video v, frame f
f has associated objects and activities
objects and activities have properties

property
property: name = value
object schema
(fd,fi) -- frame-dependent and frame-independent properties
object instance: (oid,os,ip)

example
frame | objects | frame-dependent properties |
1 | Jane | has(briefcase), at(path) |
- | house | door(closed) |
- | briefcase | |
2 | Jane | has(briefcase), at(door) |
- | Dennis | at(door) |
- | house | door(open) |
- | briefcase | |

frame-independent properties
object | frame-independent properties | value |
Jane | age | 35 |
| height | 170cm |
house | address | ... |
| color | brown |
briefcase | color | black |
| size | 40 x 31 |

activity
- activity name -- id
- statements -- role = v
example
{ giver : Person, receiver : Person, item : Object }
giver = Jane, receiver = Dennis, object = briefcase

video libraries
which videos are in the library
what constitutes the content of each video
what is the location of a particular video

query language for video libraries
- segment retrievals -- exchange of briefcase
- object retrievals -- all people in v:[s,e]
- activity retrieval -- all activities in v:[s,e]
- property-based -- find all videos with object oid

VideoSQL
SELECT -- v:[s,e]
FROM -- video:<source><V>
WHERE -- term IN funcall

example
SELECT vid:[s,e]
FROM video:VidLib
WHERE (vid,s,e) IN VideoWithObject(Dennis) AND
object IN ObjectsInVideo(vid,s,e) AND
object != Dennis AND
typeof(object) = Person

To improve library access, the Informedia
Digital Video Library uses automatic processing to derive
descriptors for video.
A new extension to the video processing extracts geographic
references from these descriptors.
The operational library interface shows the geographic entities addressed in a story, highlighting the regions discussed in the video through a map display synchronized with the video display.

The map can also serve as a query mechanism, allowing users to search the terabyte library for stories taking place in a selected area of interest.

questions
- what -- content-related
- when -- position on time-continuum
- where -- geographic location

More recently, it has been recognized that
the process of spatialization -- where a spatial
map-like structure is applied to data where no inherent
or obvious one does exist -- can provide an interpretable
structure to other types of data.

atlas of cyberspace
We present a wide range of spatializations that have
employed a variety of graphical techniques and visual metaphors
so as to provide striking and powerful images that extend
from two dimension 'maps' to three-dimensional immersive landscapes.

Dam Square, Amsterdam
- it is a 'real world' environment
- it has 700 years of (recorded) history
- it has a fair amount of historical buildings
- buildings and street life change over time

how can we give access to the 'Dam square' information space
virtual context
- VR model of Dam square
- selection of related paintings fromRoyalMuseum
- viewpoint adjustment, to match painting
- (transparent) overlay of paintings over buildings
augmented virtual reality
- give user sense of geographic placement of buildings
- show how multiple objects in a museum relate to eachother
- show what paintings convey about their subject, and how

problems
- organised guided tours
- account for buildings that no longer exist
- change temporal context
- allow user queries as input
VRML
- declarative means for defining geometry and appearance
- prototype abstraction mechanism
- powerful event model
- relatively strong programmatic capabilities
virtual archeology
- variety of archeological sites
- various paths through individual site
- reconstruction of 'lost' elements
- 'discovery' of new material
- glossary -- general background knowledge

postmodern design
... postmodern design is of a highly reflective
nature ... appropriating design of the past ...
in other words, sampling is allowed but no plagianarism

game design
- style -- develop concept, plot and visual assets for a game of choice
- content -- develop environments, models and animations for a game of choice
- effects -- develop models, textures and special effects (shaders) for a game of choice

did you ever wonder why cheap wine tastes better in fancy glasses?

seduction
- physio-pleasure -- of the body
- socio-pleasure -- by interaction with others
- psycho-pleasure -- due to use of the product
- ideo-pleasure -- reflecting on the experience

genre(s)
Abstract, Adaptation, Adventure, Artificial Life, Board Games, Capturing, Card Games, Catching,
Chase, Collecting, Combat, Demo, Diagnostic, Dodging, Driving, Educational, Escape,
Fighting, Flying, Gambling, Interactive Movie, Management Simulation,
Maze, Obstacle Course, Pencil-and-Paper Games, Pinball,
Platform, Programming Games, Puzzle, Quiz, Racing, Role-Playing,
Rhythm and Dance, Shoot Em Up, Simulation, Sports, Strategy,
Table-Top Games, Target, Text Adventure, Training Simulation, and Utility.

levels of design
- visceral -- what appeals to our intuition (affordance)
- behavioral -- is all about use (performance)
- reflective -- its all about message, culture and meaning

ICT Games Project
The goal of the ICT games project is to develop immersive, interactive,
real time training simulations to help the Army create a new generation of
decision-making and leadership-development tools.

- Mission Rehearsal Exercise -- to solve a potential conflict after a car accident
- Language Training Simulation -- to learn how to contact local leaders in arabic

Virtual Humans Workshop
-
Is it more appropriate to construct a frame of analysis that encompasses both user and ECA
in a single interaction graph?
-
Is it fitting to think in terms of a fixed graph that the user comes to recognize,
or is the graph itself a dynamic structure?
-
Is it even appropriate to focus on "affordances to act," or is it more fitting to consider cues
that influence the mental interpretations that lead to
action (e.g., affordances of control, affordances of valence of potential outcomes, etc.)?
How does this relate to intrinsic motivation?

usability (ISO DIS 9241-11)
... the effectiveness, efficiency and satisfaction with which
specified users can achieve particular goals in particular environments ...

emotional involvement
- entices by diverting attention -- unlike the common
- delivers surprising novelty -- not identifiable to its function
- goes beyond obvious needs and expectations -- it becomes something else
- creates an instinctive response -- curiosity and confusion



form and content
Very often people assume that "form" as a concept is the opposite of something called "content". This assumption implies that a poem or a musical piece or a film is like a jug. An external shape, the jug, contains something that could just as easily be held in a cup or pail. Under this assumption, form becomes less important than whatever it is presumed to contain.
We do not accept this assumption. If form is the total system, which the viewer attributes to the film, there is no inside or outside. Every component functions as part of the overall pattern that is perceived. Thus we shall treat as formal elements many things that some people consider content. From our standpoint, subject matter and abstract ideas all enter into the total system of the artwork ( .... )

experimental validation
- a theory -- in our case: PEFiC
- a test scenario -- for example, memory tasks in a digital dossier
- the technology -- to realize applications

validation scenario(s)
- navigation -- pure interactivity
- guided tours -- using some narrative structure
- agent-mediated -- navigation and guided tours

Stone and Feather
- feather: 70 cm, from ostrich, curved
- stone: 13.5 cm, white marble
- position: alignment with pedestal, no glue
- environment: 50 lux of light max.

digital dossier
Create a VR that realizes a digital dossier
for a work of a particular artist.
A digital dossier represents the information
that is available for a particular work of art, or a collection
of works, of a particular artist.
The digital dossier should be multimedia-enhanced,
that is include photographs, audio and other multimedia material
in a compelling manner.

Webster New World Dictionary
- dossier (dos-si-er) [ Fr < dos (back); so named because labeled on the back ] a collection of documents concerning a particular person or matter
- archive -- 1) a place where public records are kept ... 2) the records, material itself ...

everything must be highly intertwinkled

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presentation of video clips from Marina Abramovic |

Reconstruction of Terra della Dea Madre in VRML.

style issues
- what icons should be used to identify the elements of the concept graph?
- what categories and relationships are most appropriate?
- how should the information be displayed, simultaneously or more focussed?
- how do we allow the user to choose between multiple information items?
- how do we avoid visually disturbing elements?

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no light | half light | full light |

user-centered design methods
field studies,
user requirement analysis,
iterative design,
usability evaluation,
task analysis,
focus groups,
formal/heuristic analysis,
user interviews,
prototype (without user testing),
surveys,
informal expert review,
card sorting,
participatory design

usability evaluation
- learnability -- time and effort to reach level of performance
- throughput -- the amount of work done
- flexibility -- accomodating changes in the task
- attitude -- of users to the system

task world ontology
- task -- activity performed by an agent to reach a certain goal
- goal -- a desired state in the task world or system
- role -- a meaningful collection of tasks
- object -- refers to a physical or non-physical entity
- agent -- an entity that is considered active
- event -- a change in the state of the task world

game playing
... in the game we confront a function of the living creature
which cannot be determined either biologically or logically ...

visual culture
games are an increasingly important element in our visual culture.

game programming
- game play programming
- game engine programming

game engine component(s)
- rendering system -- 2D/3D graphics
- input system -- user interaction
- sound system -- ambient and re-active
- physics system -- for the blockbusters
- animation system -- motion of objects and characters
- artificial intelligence system -- for real challenge(s)

fun
- in the general flow of the game experience and
- in the individual moments during a playing session.

what is a game?
a game is a series of processes that takes a player to a result.

interactive electronic game
A game is a play activity comprised of a series of actions and decisions,
constrained by rules and the game world, moving towards an end condition.
The rules and the game world are delivered by electronic media and
controlled
by a digital program.
The rules and game world exist to create interesting situations to
challenge and oppose the
player.
The player's actions, his decisions, excitement, and chances, really,
his journey, all
comprise the "soul of play".
It is the richness of context, the challenge, excitement, and
fun of a player's journey, and not simply the attainment of the end condition
that determines the success of the game.

battle condition(s)
- confrontation on well-established area
- delimited in space/time
- audience/participants who judge victory/loss

design team role(s)
- manager(s) -- keep everything together
- producer(s) -- maintaining focus
- programmer(s) -- solve problem(s)
- tester(s) -- control quality
- designer(s) -- elaborate idea(s)

history
- phase i: before space war -- hardwired
- phase ii: spacewar on atari -- console with game
- phase iii: game console and PC -- separate game development
- phase iv: shakedown and consolidation -- player code in data files
- phase v: advent of the game engine -- user level design
- phase vi: the handheld revolution -- the GameBoy
- phase vii: the cellular phenomenon -- larger installed user base
- phase viii: multiplayer games -- from MUD to Everquest

Screens from Samurai Romanesque.

virtual heroes
Serious games and simulations are poised for a second revolution.
Today's children, our workforce and scientists are increasingly playing,
learning, and inventing in visually intensive "virtual" environments.
In our increasingly experiential economy, immersive educational and
training solutions are needed to advance the workforce of tomorrow.
Game-based learning and technologies meet this challenge.
With regard to the use
of 3D we may remark that
since ancient times a walk in space has served as a mnemonic device, and as such
spatial memory may aid in retention and understanding, which might also
provide a decisive argument for the use of 3D in aa serious game, such as a service management game!
peace maker(s)
Q:
With the lion's share of strategy games on the market being devoted to ending a conflict
through violence, why was it important to you to emphasize the need for a peaceful solution?
A: When we started to work on the project and looked around at other video games,
we encountered the notion that war is much more challenging and conflict is essential to engage players.
Many people we talked to perceived peacemaking as mere negotiations, where a group of diplomats sit
at a table for lengthy discussions and sign agreements.
We tried to shed light on what we see as the other side of peacemaking
how challenging it is for a leader to gain trust and understanding in the face of constant violence.
How difficult it is to execute concessions, while your own population is under stress or feeling despair.
In a sense, peacemaking can be more complicated, sophisticated and rewarding than war making,
and it is a message that we would like to convey to young adults, the future generation of leaders.

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black/white | greyscale | sepia | thermal |

game theory
- system -- (formal) set of rules
- relation -- between player and game (affectionate)
- context -- negotiable relation with 'real world'

classic game (reference) model
- rules -- formal system
- outcome -- variable and quantifiable
- value -- different valorisation assignments
- effort -- in order to influence the outcome
- attachment -- emotionally attached to outcome (hooked)
- consequences -- optional and negotiable (profit?)

rules vs fiction
game fiction is ambiguous, optional and imagined by
the player in uncontrollable and unpredictable ways, but the emphasis
on fictional worlds may be the strongest innovation of the video game.

theory of interaction
are games relevant for a theory of interaction?

effective service management game(s)
- rules -- service management protocols
- outcome -- learning process
- value -- intellectual satisfaction
- effort -- study procedures
- attachment -- corporate identity
- consequences -- job qualification

additional criteria
- scenario(s) - problem solving in service management
- reward(s) - service level agreements

game play
... structure of interaction with game system and other player(s)

component framework
- holistic -- playing games as an undividable activity
- boundary -- limit the activities of people playing games
- temporal -- describe the flow of the game (interaction)
- structural -- physical and logical elements of the game system

pattern(s)
- resource management -- resource types, control, progress
- communication and presentation -- information, indicators
- actions and events -- control, rewards and penalties
- narrative structures and immersion -- evaluation, control, characters
- social interaction -- competition, collaboration, activities
- mastery and balancing -- planning, tradeoffs
- meta games and learning -- replayability, learning curve(s)

intimate media object(s)
- glow tags -- a subtle way to trigger the person who has placed it or who sees it
- living scrap book -- to capture and collect information and media digitally
- picture ball -- as an object of decoration and a focus for storytelling
- lonely planet listener -- enabling people to listen to a real time connection to another place
intimate media experience(s)
- sensorial -- experience is visual, audible, tactile, olfaric
- personalized -- objects embody meaning and memories
- analogue -- people relate to physical objects
- enhancement -- people already have extensive intimate media collections
- serendipity -- it supports unstructured and flexible usage
- longevity -- objects may exist over generations

experience as meaning
- experience occurs during the interaction between the user(s) and the
interactive system(s) in the lived environment
- designers convey meaning (consciously or unconsciously)
through the appearance, interaction and function of the system
- user(s) construct a coherent whole that is a combination of
sensual, cognitive, emotional and practical forms of experience
