Zaphos
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« Reply #20 on: May 09, 2007, 12:22:01 PM » |
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Oh, speaking of Zooming Interfaces: DasherLots of fun. I'm modelling our menu on it, but it's been really hard to do. When you try to write words that aren't in its dictionary, I think it kind of breaks down. But still -- cool interface! Takeo Igarashi's Speed Dependent Automatic Zooming is also worth looking at for anyone thinking about zooming / scrolling interfaces. :D
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Bezzy
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« Reply #21 on: May 10, 2007, 01:50:20 AM » |
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When you try to write words that aren't in its dictionary, I think it kind of breaks down. But still -- cool interface!
I wouldn't say it "breaks", as you can make total nonsense words if you want it. It just doesn't work quite as well. There is a way around it, though: the dictionary is customizeable. It also adapts based on how often you use a word, so your dictionary becomes very personalized with use. I really want to do a language based game which uses this interface... rather than have each letter nested, you have each allowed word in your syntax nested in every other word... so you can start talking to NPCs in terms of in-game nouns and verbs. "I order you to [kill [simon|john|angrydog] | pickup [apple|key|dog]]" etc. It's called a "toy language", and is perfect for the well defined limited scope of a game. I think dasher (or something like it) would be a great interface for generating the sentances quickly. I mentioned it to chris crawford, but he didn't seem interested in interface so much. Understandable. There's a lot of brain-ache in coming up with language systems like he's doing with Storytron. I am, so thanks for this!
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Zaphos
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« Reply #22 on: May 10, 2007, 03:46:51 PM » |
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I wouldn't say it "breaks", as you can make total nonsense words if you want it. It just doesn't work quite as well.
I couldn't type "Worla" with the sample implementation, although I suppose that's probably just a small bug in their implementation ... I really want to do a language based game which uses this interface... rather than have each letter nested, you have each allowed word in your syntax nested in every other word... so you can start talking to NPCs in terms of in-game nouns and verbs. "I order you to [kill [simon|john|angrydog] | pickup [apple|key|dog]]" etc. It's called a "toy language", and is perfect for the well defined limited scope of a game. I think dasher (or something like it) would be a great interface for generating the sentances quickly. I mentioned it to chris crawford, but he didn't seem interested in interface so much. Understandable. There's a lot of brain-ache in coming up with language systems like he's doing with Storytron.
It definitely sounds interesting to me! But how are you going to get your probabilistic model of what the player wants to say? It seems like if the player starts to say, "I order you to kill" and then the game puts Simon in a huuuge box and John in a tiny one, it's crossed the line from being a convenient input device and is now giving you some sort of weird play advice. I suppose you could take the weights from that player's own play history, in which case Simon would only be huge because that player always killed Simon before (or more generally because his actions tend to be on Simon), but then the system isn't doing the player much good until a ways into the game (since it won't have enough data about what the player will say, at first).
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Bezzy
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« Reply #23 on: May 10, 2007, 07:24:41 PM » |
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You couldn't write whatever you liked? Weird. I was able to write random stuff like asoifdnasdojah. It just took more work finding the letters. Maybe there's an option in there. I was sure that it only weighted know words, rather than restricting you to them.
I hadn't thought of weighting at all, but if I did, I'd probably just look at their situation, and see which info seemed most pertinent. If you're talking to john, then john's name would be pretty weighted as would all the people who john knows (more likely to interact with people he knows?).
If john has a set of abilities he's better at than others, maybe they'd be weighted more. There's a tonne of ways you could choose, and none of them wrong.
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Zaphos
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« Reply #24 on: May 10, 2007, 09:35:09 PM » |
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I hadn't thought of weighting at all, but if I did, I'd probably just look at their situation, and see which info seemed most pertinent. If you're talking to john, then john's name would be pretty weighted as would all the people who john knows (more likely to interact with people he knows?).
If john has a set of abilities he's better at than others, maybe they'd be weighted more. There's a tonne of ways you could choose, and none of them wrong.
I guess there are a bunch of reasonable approaches ... good points! I don't think not weighting at all is a good option, though: it doesn't seem to have much benefit over just giving the player a list of all possible choices.
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Bezzy
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« Reply #25 on: May 11, 2007, 08:25:33 AM » |
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Yeah. It just becomes a sort of recursive nested menu at that point, albeit with a wikkid zoomy interface.
I can also picture it in more of a circular form (that's what I'm trying for our game's menu). For the toy language idea, a "speech bubble" look would be perfect.
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Bezzy
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« Reply #28 on: May 15, 2007, 01:40:14 AM » |
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Ah. I should have that in the OP.
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Impossible
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« Reply #29 on: May 15, 2007, 09:01:00 PM » |
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Ah. I should have that in the OP. Hah, I guess I should learn how to read . I read pretty much everything except the link in your first post .
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DanDanger
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« Reply #30 on: May 22, 2007, 04:36:37 AM » |
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Alex May
...is probably drunk right now.
Level 10
hen hao wan
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« Reply #31 on: May 22, 2007, 06:27:45 AM » |
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It's the future.
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Bezzy
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« Reply #32 on: May 28, 2007, 01:08:34 AM » |
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Ultrasound based 3D mouse.
This video is a bit painful to watch (lacking analysis of current interfaces, and a bit too much like a sales pitch than a scientific expose, and no mentioning the potential ergonomic problems - holding your hand up in the air could get tiring, and unsteady hands are going to be an issue - a mouse plays to the strengths of a table's friction...) still, it's a neat approach.
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« Last Edit: May 28, 2007, 01:12:28 AM by Bezzy »
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fish
DOOMERANG
Level 10
cant spell selfish without fish
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« Reply #36 on: June 01, 2007, 01:07:03 PM » |
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this is long overdue. i CANNOT wait for this to get widespread. i cannot wait to see what apple does with that. besides the iPhone. i cannot wait to see a multi-touch DS. i cannot wait. hopefully, this wille eventually comp,etely replace the mouse. fucking mouse, i hate you. go die.
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Alex May
...is probably drunk right now.
Level 10
hen hao wan
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« Reply #37 on: June 01, 2007, 04:03:56 PM » |
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agreed
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fish
DOOMERANG
Level 10
cant spell selfish without fish
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« Reply #38 on: June 01, 2007, 07:59:12 PM » |
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also, i cant type, it seems.
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FARTRON
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« Reply #39 on: June 12, 2007, 05:22:55 AM » |
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Everything that was once directly lived has receded into a representation. - debord
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