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2011. 5. 22. 23:01 Context
Gamer Psychology - Designing Hit Video Games (May 2011)
http://www.situatedresearch.com/webinars/webinar13.html

waterfall design
http://en.wikipedia.org/wiki/Waterfall_model

quality assurance (QA) vs. usability

> usability research
- natural environment (with invisible cameras)
- activity theory http://en.wikipedia.org/wiki/Activity_theory
- Ethno-methodology http://en.wikipedia.org/wiki/Ethnomethodology
- Grounded-theory (finding patterns) http://en.wikipedia.org/wiki/Grounded_theory
- emergent behavioral patterns http://en.wikipedia.org/wiki/Emergent_behavior
- video analysis


> gaming companies' concerns
- codes
- game play
- interface
- story lines



Game play is a psychological experience.
: ego, paranoia, delusion, self-destructive behaviors, ...

What keeps players playing your games?




Sid Meier http://en.wikipedia.org/wiki/Sid_Meier

GDC http://en.wikipedia.org/wiki/Game_Developers_Conference

artificial intelligence (AI)



http://en.wikipedia.org/wiki/MMOG
MMOG's are the future of gaming.

> Engagement

> Interaction Design
Think in terms of the tasks, not in terms of the system.


http://www.situatedresearch.com/CogTech14-2-15-1.pdf





posted by maetel
2010. 10. 7. 23:00 Footmarks
2010-10-07 @서강대 영상대학원 가브리엘관 703호

David M. L. Williams's bio:
born in London
B.S.  in Information System
Ph. D. Cognitive Science
UX
HCI

Mojo Interactive Spaces Mojoispaces.com

posted by maetel
2008. 6. 27. 17:45 @GSMC/정문열: Generative Art
Evolutionary and Swarm Design
CPSC 599.33 — Summer 2001
Christian Jacob — jacob@cpsc.ucalgary.ca
http://www.cpsc.ucalgary.ca/~jacob
03 July 2001


Penousal Machado : Neural Evolutionary Art
http://eden.dei.uc.pt/~machado/

Ken Musgrave: Genetic Programming and Genetic Art
www.wizardnet.com/musgrave/mutatis.html
www.fractalworlds.com

Steven Rooke: Evolutionary Art

Jano van Hemert: Art by Evolution on the Web
http://www.vanhemert.co.uk/

Piet Mondriaan — Theo van Doesburg — Mandala art — Fractal art

Jeffrey Ventrella: Art and Artificial Life
www.ventrella.com

Mattias Fagerlund: Cambrian Art
http://www.hypeskeptic.com/mattias/

The NeuroEvolution of Augmenting Topologies (NEAT)
http://www.cs.ucf.edu/~kstanley/neat.html

Andrej Bauer: Random Art (Carnegie Mellon University)
http://andrej.com/


Aaron — The Robot as an Artist
http://www.aaai.org/AITopics/pmwiki/pmwiki.php/AITopics/Art#aaron


Evolutionary Computer Graphics

http://www.artlandia.com/
Igor Bakshee

http://www.graphica.com/
Michael Trott

Organic Genetic and Evolutionary Art

Andrew Rowbottom
http://www.netlink.co.uk/~snaffle/form/evolutio.html

Evolutionary Art and Computers
Stephen Todd
William Latham

Organic Art
William Latham
http://www.doc.gold.ac.uk/~mas01whl/

Mark Atkinson

Linda Moss


Genetic L-System Programming

Swarm Systems
· Cell Replication
· Competitive Cell Replication
· "BlocksWorld"


Design by Swarms

Turtle Art
Example projects by Namrata Khemka

Self-Assembly

Swarm Art by Euan Forrester


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posted by maetel
2007. 5. 20. 01:20 Method/VFX
http://doi.acm.org/10.1145/357318.357320
invalid-file

Willian T. Reeves <Particle Systems—a Technique for Modeling a Class of Fuzzy Objects>, ACM Transactions on Graphics, Vol.2, no.2, April 1983, Page 91-108


links:
LucanFilm Ltd.
Siggraph: Particle Systems


1
Particle systems model an object as a cloud of primitive particles that define its volume.
Stochastic processes are used to generate and control the many particles within a particle system.

The representation of particel systems :
  1. as clouds of primitive particles that define its volume (not by a set of primitive surface elements)
  2. depending on time (;changing form and moving with the passage of time)
  3. using stochastic processes (to create and change an object's shape and appeareance)

Advantages of the particle system over classical surface-oriented techinique :
  1. A particle is a much simpler primitive than polygon.
    • efficiency of computation time
    • easier removing temporal aliasing  effects (by Motion blurring of fast-moving objects)
  2. The model definition is procedural and is controlled by random numbers.
    • efficiency of human design time (to obtain a highly detailed model)
    • ability to adjust the level of detail (to suit a specific set of viewing parameters)
      • fractal surfaces
  3. It is easier to model "alive" objects changing form over a period of time.

keywords:
image synthesis
stochastic process
    Stochastics
fractal surfaces
procedure
random numbers
stochastic modeling
fractal modeling


2. BASIC MODEL OF PARTICLE SYSTEMS
A particle system is a collection of many minute particles that together represent a fuzzy object. Over a period of time, particles are generated into a system, move and change from within the system, and die from the system.

frame buffer =>
during each interval of time = at a given frame

    2.1 Particle Generation
NParts_f = (MeanParts_sa_f + Rand()*VarParts_sa_f)*ScreenArea
    MeanParts_sa_f = InitialMeanParts_sa + deltaMeanParts_sa*(f-f_0)

    2.2 Particle Attributes
initial position => the origin of a particle system
initial velocity
initial color <= average RGB values and the maximum deviation from them
initial transparency
initial size
shape => a region of newly born random particles about its origin
lifetime
A particle's initial color, transparency and size are determined by
mean values like MeasSpeed, maximum variations like VarSpeed of below:
InitialSpeed = MeanSpeed + Rand()*VarSpeed

사용자 삽입 이미지
More complicated generation shapes based on the law of nature or on chaotic attractors have been envisioned.
    eg. streaked spherical shapes => motion-blur particles

    2.3 Particle Dynamics
    2.4 Particle Extinction
  • when a particle's lifetime reaches zero
  • when the intensity of a particle, calculated from its color and transparency, drops belowa specified threshold
  • when a particle moves more than a given distance in a given direction from the origin of its parent particle system
    2.5 Particle Rendering
        (1) Explosions and fire, the two fuzzy objects we have worekd with the most, are modeled well with the assumption that each particle can be displayed as a point light source. (Other fuzzy objects, such as clouds and water, are not.)
        (2) Since particles do not reflect but emit light, shadows are no longer a problem.
    2.6 Particle Hierarchy


3. USING PARTICLE SYSTEMS TO MODEL A WALL OF FIRE AND EXPLOSIONS
The Genesis Demo sequence from the movie Star Trek II: The Wrath of Khan was generated by the Computer Graphics project of Lucasfilm Ltd.

사용자 삽입 이미지
The initial direction of the particles' movement was constrained by the system's ejection angle to fall within the region bounded by the inverted cone. As particles flew upward, the gravity parameter pulled them back down to the planet's surface, giving them a parabolic motion path. The number of particles generated per frame was based on the amount of screen area covered by the particle system.
Varying the mean velocity parameter caused the explosions to be of different heights.
The rate at which a particle's color changed simulated the cooling of a glowing piece of some hypothetical material.

When a motion picture camera is used to film live action at 24 frames per second, the camera shutter typically remains open for 1/50 of a second. The image captured on a frame is actually an integration of approximately half the motion that occurred between successive frames. An object moving quickly appears blurred in the individual still frames.

    ref. Tom Duff

    cf. seed value
 



4. OTHER PPLICATIONS OF PARTICLE SYSTEMS
    4.1 Fireworks

posted by maetel
2007. 4. 30. 17:52 Computation/Algorithm
The term “particle system” was coined in 1983 by William T. Reeves as he worked to create the “Genesis” effect at the end of the movie, Star Trek II: The Wrath of Khan.

ref.
traer.physics

“A particle system is a collection of many many minute particles that together represent a fuzzy object. Over a period of time, particles are generated into a system, move and change from within the system, and die from the system.”
invalid-file

Willian T. Reeves <Particle Systems—a Technique for Modeling a Class of Fuzzy Objects>

ref.
Siggraph: Particle Systems
Evans & Sutherland @http://www.es.com



invalid-file

Karl Sims <Particle animation and rendering using data parallel computation>

http://doi.acm.org/10.1145/97879.97923
ref.
Karl Sims home page
wikipedia: Karl Sims

invalid-file

Alain Fournier (University of Toronto) & Don Fussell (The University of Texas at Austin) & Loren Carpenter (Lucasfilm) <Computer Rendering of Stochastic Models>

http://doi.acm.org/10.1145/358523.358553


TGLTLSBFSSP: Models
wikipedia: Particle_system
Lucasfilm Ltd. @http://www.lucasfilm.com
GenArts @http://www.genarts.com

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posted by maetel
2006. 9. 21. 01:25 Method/CG
사용자 삽입 이미지

봉준호 감독 <괴물>의 괴물 artwork

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posted by maetel
2006. 5. 19. 23:10 Footmarks
한국 HCI 연구회 5월 세미나
웹 어플리케이션 UI 패턴 모델

■ 발표자: LG CNS 김창겸
- S/W공학 및 HCI에서의 Design Pattern의 정의, 이해, 접근방식
- Web Application 개발을 위한 UI Pattern Model 소개
- UI Pattern Model의 특징, 구성요소
- 프로토타입 및 적용사례 소개


2006-05-19 쇠 7:30pm @SK 커뮤니케이션즈 4층 대접견실

LG CNS Software Engineering Center
UI Framework Div.
Kim Chang Gyum

"Web Application UI Design Pattern"


pattern:
해결책을 추상화 -> 폭넓게 적용 가능한 형태로 만든 것

1) 특정 상황에서 빈번하게 발생하는 문제에 대한 해결책
2) 검증된 해결책

posted by maetel
2006. 4. 21. 23:07 Footmarks
한국 HCI 연구회 4월 세미나
퍼소나 (Persona)

발표자: PXD 이재용 사장


2006-04-21쇠 7:30pm @SK 커뮤니케이션즈 4층 대접견실

PXD
Product Design
Digital Device UI
Web IA & UI
User Research


Persuassive Technology
by B. J. Frogg, Stanford professor

Theory of Constraint TOC
by Goldbratt


Persona ⊂ Profiling : Modeling

Alan Cooper, "The Inmates Are Running The Asylum" - Adaptive Path Newsletter


> Cooper의 Goal Directed Design 방법 중 모델링 기법
user goals, attitudes, behaviors distilled from observing real people


> UI - Logic

1) Portalization
2) Personalization 개인화
3) Personalization 퍼소나

- To consolidate data without loosing the details
- To focus on the most important needs of the most important cusomers
* Single data point doesn't mean much but patterns do.


> Unchanging reference point to guide design
Avoid
    - Self-referneced design
    - 'elastic user'
    - edge cases

* The range is mmore useful than the average.
(Real people are too idiosyncretic.)

Segments
: 유사한 marketing message에 응답하는 customer

Persona
: 유사한 목표와 사용자 pattern을 지닌 user group


"Two Moments of Truth" - P & G, A. Lafley

Heuristic Inspect

www.cooper.com

search keyword: cooper + persona

<정신병원에서 뛰쳐나온 디자인>, 안그라픽스


A good persona description captures: Goals, Attitudes, Work or Activity Flow, Environment, Skill Level, Frustration

1. Segment based on a few essential behaviors (가정)
2. Prioritize the key personas (조사)
3. Make them human (적용)
4. Leave out extraneous details (사람화)
5. Make-up details (다듬기)


1. Revisit critical characteristics (eg. 빚에 대한 태도가 어떠한가?)
2. Identify major patterns
3. Rough out description & goals
4. Check for completeness
5. Check for redundancy
6. Expand & Refine details
7. Develop narrative
8. Designate type (primary, secondary, ...)

"User personas => 주고객층을 선정"

Forrester Research - Checklist

좋은 UI를 만들려면 제품 밖에서의 지원 또한 고려해야 한다.
Adaptive Path
Razorfish

cf. Contextual Design
- Contextual Inquiry
    - flower/physical/circumstance model
    - affinity diary(?)
단점: 수치적 성과 검증 어렵다



ref.
- 정신병원에서 뛰쳐나온 디자인
- The Inmates are running the Asylum (Why high-tech products drive us crazy and
how to restore the sanity) by Alan Cooper
- About Face 2.0 (The Essentials of Interaction Design) by Alan Cooper


link.
http://www.cooper.com

http://www.google.com/search?&q=cooper+persona
==> 이 이상의 참고 자료가 없다고 생각합니다. 혹시 이 리스트를 끝까지 다 봤는데
참고자료가 더 필요하다고 생각하시는 분은 제게 개인적으로 연락 주세요.
(참고로 저는 이 리스트를 아직 다 못 봤습니다)

http://www.deyalexander.com.au/resources//uxd/personas.html
-> 퍼소나 말고도 다
른 항목들도 많이 정리되어 있습니다.


posted by maetel
The Myth of Interactivity or the Interactive Myth?
: Interactive Film as an Imaginary Genre

Kristoffer Gansing
kristoffer.gansing@k3.mah.se

Melbourne DAC 2003

> the relationship between narration and interaction design
> to pinpoint different structures of control that form criteria for the supposedly liberating interactivity




posted by maetel