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Author Lee, Newton
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Abstract Welcome to the third volume and first issue of 2005 for the ACMComputers in Entertainment online magazine!In this issue we publish seven interesting papers onentertainment technologies, including animation, games, interactiveTV, storytelling, and artificial intelligence. The article oninverse kinematics was voted the best paper and presentation at theSecond International Game Design and Technology Workshop, held lastSeptember at Liverpools John Moores University.To begin, the Interviews column features video interviews withthree of our distinguished advisory board members: Bill Kinder,Elisabeth Freeman, and Eric Freeman. Bill Kinder, Director ofEditorial and Postproduction at the Pixar Animation Studios, talksabout the new technology for the Pixar movies "The Incredibles(2004)" and "Cars (2006)", digital cinema, home theater, andanimation. Elisabeth and Eric Freeman, authors and computerscientists, discuss digital rights management, movies on demand,disruptive technology, and their new book, Head First DesignPatterns (O'Reilly, 2004).In the Animation section, Michael Meredith and Steve Maddock(University of Sheffield) present a technique that enhances aninverse kinematics solver such that when the results are applied toa computer character, they can generate a level ofindividualization tailored to both the character and theenvironment, e.g. a walking motion can become "stiffer" or can beturned into a limping motion. The article is accompanied by fourexciting videos that demonstrate the authors techniques. BillTomlinson (University of California, Irvine) describes thedifferences between linear animation and interactive animation inseveral areas of character design: character intelligence,emotional expressiveness, navigation, transitions among animations,and multi-character interaction.In the Games section, Jesse Schell (Carnegie Mellon University)explores the common principles that underlie both story- andgame-based entertainment. He argues that with the advent ofcomputer games, story and gameplay, two age-old enterprises withvery different sets of rules, are showing a similar phenomenon tothe "wave-particle" duality in the physical world. Bride Mallon andBrian Webb (Queens University of Belfast) report results from aseries of empirical studies exploring narrative dimensions ofadventure and role-play in computer-game design. Aphenomenological, reader-response methodology was used in theirstudies to identify narrative considerations appropriate to thegame-players experiences.In the Interactive Television section, Lydia Loizides (PaphionInc. & National Academy of Television Arts and Sciences)dispels the mistruths and misconceptions in the media concerninginteractive TV. She shows some examples of advancement that iTV hasmade over the past decade, and ponders how quickly the industry canembrace and deploy interactive applications that will ultimatelymake watching television a more relevant and satisfying experiencefor the viewer.In the Book Reviews column, Georgios N. Yannakakis (Universityof Southern Denmark) reviews the book AI Game Development:Synthetic Creatures with Learning and Reactive Behaviors byAlex J. Champandard (New Riders, 2004). The book attempts to bridgethe current gap between artificial intelligence research inacademia and computer game development in industry. Thelanguage-independent open-source project FEAR (Flexible EmbodiedAnimat aRchitecture http://fear.sourceforge.net/) is usedextensively in the book for demos and examples. Edgar A. Maldonadoand Joseph A. Zupko (The Pennsylvania State University) review thebook Interactive Storytelling: Techniques for 21st CenturyFiction by Andrew S. Glassner (A K Peters, 2004). The bookanalyzes games and storytelling, and describes the principalproblems that developers face in their attempts to merge these twoactivities into an interactive form of entertainment. It would beinteresting to compare and contrast the book and Jesse Schellspaper "Understanding Entertainment: Story and Gameplay Are One"published in this issue.Last but not least, we join the world in expressing our deepsorrows and sympathy for the earthquake and tsunami victims in manyparts of Asia and east Africa. We support the United NationsChildrens Fund www.unicefusa.org, the American Red Crosswww.redcross.org, and other disaster relief agencies. The meaningof life for human beings is to serve one another for the survivalof humanity and the advancement of civilization.Thank you for your continuing support. Please enjoy thisexciting issue of the magazine.LosAngelesJanuary2005</p
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Notes
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 3
Issue Number 1
Page Count 1
Starting Page 1
Ending Page 1


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Source: ACM Digital Library