Memory Sprite |
Character Sprite |
Reaction Sprite |
BG |
FG |
UFG |
Select Memory & Speech Scene |
||
Select Reaction Clip |
||
Select Reaction Clip |
||
Select Memory Scene |
SelecMood Clip |
Select Reaction Clip |
Select Mood Clip |
||
Select Mood Clip |
||
Select Mood Clip |
Select Reaction Clip |
|
Select Mood Clip |
||
Select Mood Clip |
Table 2: Sprite Manager Events
Memory Sprite |
Character Sprite |
Reaction Sprite |
User Activity |
|
BG |
FG |
UFG |
||
a scene with out a FG |
Memory Scene |
Mood clips |
- |
User Activity = No (from Emotion) |
Reaction Clip Regular Opacity<100% |
Reaction (Type) = Regular (from Cognition) |
|||
Interrupt |
Reaction Clip: Extreme Opacity=100% |
Reaction (Type) = Extreme (from Cognition) |
||
a scene with a FG |
Memory Scene |
Speech Scene |
- |
User Activity = No (from Emotion) |
Reaction Clip Regular Positive Opacity<100% |
Reaction (Type) = Regular, Reaction (Tag) = Positive (from Cognition) |
|||
Reaction Clip Harassed reaction (u r bugging me!) Opacity=100% |
Reaction (Type) = Regular, Reaction (Tag) = Negative/Impertinent (from Cognition) |
|||
Interrupt |
Interrupt |
Reaction Clip Extreme reaction Opacity=100% |
Reaction (Type) = Extreme (from Cognition) |
Story Phase |
Description |
In |
out |
K |
Introduction |
Single Intro scene to the system played in loop. |
user enters system |
user touches start. |
K1 |
Exposition |
Several scenes exposing 4 aspects of the character and the story in no specific order. Selected out of several scenes, each covering at least one aspect. |
end of Introduction |
all aspects are covered exactly once or eject |
K5 |
Plan |
The plan scene of the story. Selected out of several scenes. |
end of Exposition |
scene ends or eject. |
K6 |
Body |
Several interlaced sequences. Each sequences is composed of a procession of stages (crisis, local peak etc.) Each stage is represented by a selected scene.
Several sequences may be played in parallel. There is an incentive to close open sequences for the sake of coherence. |
end of Plan |
eject |
K? |
Peak & Relaxation |
The peak and relaxation sequence of the story and interaction. The scene is selected according to the K level and preceding scenes played, the mood and the Attitude Level towards the user. |
Eject |
Property |
Description |
Value |
example |
ID |
number |
||
Phase |
story phase of the scene |
phases described above |
|
Depth |
How much intimate knowledge about the character does this scene provide? |
number |
|
Precedent |
Specifies which other scenes must be presented before the scene can be presented (only for peak scene) |
list of number (scene ID) |
12 |
StartMood(Level) |
number (same as Mood(Level) of Emotion) |
2 |
|
EndMood(Level) |
number (same as Mood(Level) of Emotion) |
-2 |
|
XXX Area Connotation (XXX = face area from clip map) |
The connotations of this area of the face in the scene |
connotation |
positive negative, neutral (or null) |
XXX Area Connotation Score |
weight number (1-?) |
2 |
|
Association |
A list of the association of a scene with other scenes. Each has a weight. |
list of associations (keyword, weight) weight number (1-?) |
mother, 4 |
Table 5 - Sequence representation
Property |
Description |
Value |
example |
ID |
number |
||
Sequence skeleton |
The stages within a sequence |
List of strings |
|
Sequence Order |
the order of the stages within the equence |
List of strings |
2
|
Sequence stage scenes |
The possible scenes in every stage |
List of numbers |
scene.played |
The number of times a scene has been played through |
Variable |
scene.repeat |
the number of times a scene may be repeated. |
Variable |
Last scene |
The last scene played |
Number (of scene.ID) |
open sequences |
which sequences’ 1st scene or more has been played |
List of Numbers (of sequence.ids) |
Open sequence last scene |
Which scene was last played in a sequence |
Number (of scene.ID) |
Open sequence incentive |
How many scenes have been played since open sequence last scene |
Number |
Property |
Description |
Value |
example |
ID |
|||
Scene |