�
Back to
Leading Concepts - Case Study, Outcomes
o Critics liked it: Haaretz - ENGLISH version, 14/10/03 - by Zippi Shochat, some pointed technical/conceptual problematics - YNET
o Should be produced again soon, to check many more elements. No budget yet.
o Real and virtual worlds inbound in each other
� Parallel presence
� Both audiences experience similar sensations � real audience claimed to be puzzled J
So is cyberspace, so is our life� as Barlow said: the only way to feel
comfortable with that,
is to accept confusion and ambiguity.
� Actress seen at home on webcam object � should be streaming. We pre-recorded her voice
If u cant broadcast it - fake it
� Home avatars and their chat � seen on the projected screens � real audience loved it. Was political debates, etc�
� Both vote (SMS/Mouse clicks), but home users have more votes � 20% used sms votes, more than expected
� Outcome of choices was not clear to the voting audience � to fix in next production
� Log files show that audience has character J � for example, those who chose to start from Love scene,
usually chose white birds for the last scene
o Low-tech approach � online/realtime
Cheap, accesibl if it's too complex to achieve
what you want - want something else!
Client graphics is poor, considering�
� Bandwidth
2 ways to overcome bandwidth problems:
building blocks are preloaded
sequencing is in realtime (like mod tracker files)
� Open � creative commons license
in activeworlds - server / client -
propriety protocol (new versions, subject to change).
the standard way to programatically
interact with the world, is via the sdk.
using this sdk, ppls developed bots.
bot was originally an avatar program,
later became management software to these 3D worlds.
activeworlds community goes through
phase as was from html to cgi.
o Story telling
� Non linear narrative? Each performance is a bit different than the other
� Interactive � Spectators are also actors (influenced by the audience) � democratic votes is not enough, should use better algorythms
� Sound � better 3D sound management needed.
case study - bot: changing the set
between scenes.
activeworld - changing an object is as
if deleting and building new one (new handle etc)
any change - sends all cliens message - causes lags, result is
catastrophe
- there's a client side management, to
modify the world
- so instead of deleting objects and
building new ones -
build them all, and used them on and off
with visible or invisible commands.
Meaning - create triggers to be
executed on the client side
- but, these client modifications
happen only if the user is near
- so we made ceiling objects, on which
each user will bump, and will cause the change.
� then of course we stumbled on polygon
limits.
<BACK>