Steve DiPaola · Communities.comInternet-based Interactive Character Design: From Agents to Avatars
December 3, 1999
The
windows-based desktop metaphor ... Text and graphical user interfaces
... Multimedia displays of moving images and audio ... These
three concepts constitute the majority of methods we use to communicate,
to educate, to entertain with our computers and the Internet.
And
yet in our daily lives we communicate and engage in a totally
different way. We talk with our friends and relatives -- we watch
their facial expressions, read into their pauses, vocal inflections
and hand gestures. This is the language, the syntax, that we
are all truly experts in: communicating and engaging interactively
with people -- with characters that emotionally engage and entertain
us through films, plays and cartoons; characters that inform
and try to influence us, such as teachers, sales people and business
colleagues; characters that have personality and spirit.
There
is a real schism between the metaphors and interfaces we use
with our interactive systems and those we use in our ubiquitous
life.
The
high end computer animation industry now has the knowledge and
techniques to create computer animated characters that can engage
an audience. Some of this knowledge and experience has been successfully
transferred over to Internet-based characters. But with few exceptions,
character animation is still mimetic to the linear style associated
with film.
We
are now at a seminal point in time, where it is becoming possible
to combine the emotive and communicative qualities of characters
with the interactive, programmatic and alternative narrative
technologies of the Internet. Characters we can talk/listen to
with speech recognition/synthesis; characters who exhibit the
illusion of life and cognition via artificial life/intelligence
algorithms, information retrieval capabilities and behavioral
models. These technologies can be combined with emerging communication
and narrative metaphors such as multi-user worlds, and interactive
or participatory performances.
I
will discuss the implications of these issues, as well as give
a presentation of projects that I have developed for both web-based
hosts and multi-user avatar communities.
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Steve DiPaola has been
involved with computer
based character design for many years starting back in 1984
when he was a senior member of the computer animation research
group at the New York Institute of Technology. He specialized
in 3D character animation R&D as well as producing animation
for film, TV and his Fine Art work. His main area of expertise
at NYIT was 3D Facial Animation and has published several papers
and book excerpts on the subject.
He is currently Director of Development at Communities.com's
OnLive Group, where he leads a team of artists, architects, UI
designers and musicians in designing and developing 3D avatars
and virtual spaces. OnLive's Internet-based Virtual
World software and communities allow groups of people to
socialize with each other by navigating through 3D spaces, meeting
others and talking with their own voices through emotive, lip-syncing
3D head avatars.
He co-headed the San Francisco office of Saatchi and Saatchi's
innovation arm called Darwin Digital as Creative Director. Darwin Digital was
mandated to explore state of the art new media and interactive
projects including several Internet based characters projects.
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