Archive for February, 2008

Emedia year 1 assignment 3

Posted in Media studies on February 13, 2008 by deanstack

Key terms: Text: 

Text is when any media product is consumed by reading, listening to sound or looking at images. An example of text is a clip for a game/film showing how the game is going be and so this can attract different audience types.

 

Devil May Cry 4  Reading: 

Reading is how text makes meaning to the consumer and how the consumer understands a media product. An example of reading is how you know what a radio presenter is talking about and what is happening.

Preferred Reading: 

Preferred reading is how the producer wanted the audience to understand his meaning from text .It is when an audience agree with some text.

An example of this is Al Gore’s film ‘An Inconvenient Truth’, this film shows the effects global warming is having on the planet;  a preferred reading is when the audience agree with what Al Gore is getting across. The idea is that you leave the cinema concerned about global warming and carbon emissions.

 

 

Oppositional Reading: 

An oppositional Reading is when the audience of a text may disagree with what meaning the producer is putting across. An example of this is could be the audience for Inconvenient Truth viewing the film and not believing that global warming was caused by carbon emissions.

 Negotiated Reading  

A negotiated reading in the instance discussed so far could be a viewer of an Inconvenient Truth broadly agreeing with the producers views, but not feeling it was necessary to change their own lifestyle to reduce their own carbon footprint.

 

Cultural Competence: 

Cultural competence is when a person understands a particular culture or experience in a media product. An example of this is when a character in a film is very hungry, we all know what it feels like to be hungry so the viewer understands how this character feels.

 Cultural reserve:

Cultural reserve is how a person views certain lifestyles gained through experience.

 

 

NPC’s

Posted in Games research on February 11, 2008 by deanstack

An NPC is a coded character in a game that plays out certain tasks given to it. An NPC is a character that is not controlled by the player but by A.I.

Here is an example of an NPC, this character is A.I controlled.

The Core Tasks Of Life Like NPC’s:

The core tasks consist of synchronization of synthetic speech and gestures, the expression of emotion and personality by means of body movement and facial display, the coordination of the embodied conversational behaviour of mulitiple characters.

Data needed for NPC’s to move intelligently:

NPC’s must have data to move intellig:ently, identify hiding positions and more generally analyse 3d topology.

  • Identify all potential locations from where an enemy can easily shoot and hide.
  • The 3d topology analyser will dynamically identify all potential locations from where one can shoot at a VIP.You will then be able to position body guards in order to cover4 these threats.
  • The 3d topology analyser will dynamically identify the different way to reach enemies to organize an opposite flank assault.
  • To position your camera properly, the 3d topology analyser will identify the best perspective that gives you the best understanding of scene topology.

Accurate World Navigation Also Known As:

Accurate world navigation is also known as path-fiding.

This is an example of path finding.

The two different types of catergories:

There are two different types of categories, World navigation and local navigation. World navigation is doors, rooms and general geography and works out a way for the character to get from point A to point B. Local navigation is the detail what may happen around and to the character when getting from point A from point B.

Animation Systems

Posted in Games research on February 4, 2008 by deanstack

Disadvantages of using mesh based characters:

The disadvantages of using mesh based characters is that the vertices and polygon count stacks up very high which can eventually be alot of data once animated.Another disadvantage is that because there are so many vertices the animation of the character is much harder to produce because you would have to move vertex by vertex which would take a long time.

Advantages of using a skeletal animation system.

The advantage of using skeletal animation is that instead of the mesh representing each and every vertex they represent bones relative to the vertices.

1.2.

As you can see above these two pictures show a mesh based character system and a skeleton based character system. In picture one you can see the mesh based character, in picture the mesh is still there but a skeleton based character is over it.In both pictures you can see the weight curves on the vertices, the bigger the curve the bigger the effect it will have upon the vertices once moved.

What does “to ‘weight’ each vertex individually” mean?

Weight on a vertex is the effect the bone has on the mesh , the bigger the curve the bigger the effect the vertices will have.If the weight is done wrong the character will mutate and deform.