Thursday 25 October 2007

VR and Project

Since recommencing Uni I have started a module called "Virtual Reality". The assessment for this particular module includes a group projected designing and animating a 3D character... sound familiar?

So it seems my issues regarding actually creating the character may have been solved by allowing someone more talented than me to create it. Interestingly, Simant suggested that my character might not necessarily by humanoid, as I had always referred to it until that point. I guess I had always assumed that it would be easier to generate an emotive response with a humanoid character.

Speech (or rather text) is looking more and more like it won't be possible in the alloted time, so the interface is looking more like a character and a selection of buttons representing actions - this actions might include things like smiling or poking and words/phrases like "Hello!" and "You smell!" etc. As you do something to the character it will respond with gestures, and perhaps some stock phrases (e.g. "I'm sad").

The prolog Emotion Engine will hopefully be started today, or tomorrow morning.

Project Specification

Well, since I last blogged I've been working hard on the Project Specification to get that handed in. Obviously I've returned to Uni, and so that's why there has been a lack of posts recently.

I've decided to make all of my documents available online, so a link is included below. The most interesting part is Section B, the "Overall Programme" which is supposed to give an overview of my project. At the advice of my supervisor I have made this fairly vague.

www.twinklebob.f2s.com/files/project_spec.pdf

Thursday 4 October 2007

More changes

Well, yet another change to the Character aspect of the project. It's funny, because even though on the surface the charcter is what the project is about, in reality the project is about the character's brains.

My project supervisor brought this article on the bbc website to my attention: http://news.bbc.co.uk/2/hi/technology/6992613.stm

It talks about an AI character which lives in Second Life.

As I read the article, it just seems that this would solve a lot of my character issues, allowing me to spend even more of my time looking at the brains of this character. I've also been advised by my project supervisor that included natural language in the character may make it much more difficult, and that perhaps I should just concentrate on making the character autonomous in it's action. I'm not too sure about that yet, because that would require me to completely change my aim. Much thought to come!