Finite States Basics
This modeling process is demonstrated on the SceneMaker system which uses the general approach of state machines.
SceneMaker System Description
- SceneMaker/AAA summary (PDF)
- SceneMaker information website (external link)
- AAA information website (SceneMaker 3d visualisation; external link incl. video)
- SceneMaker Tutorial (PDF)
This tutorial is intended for SceneMaker in combination with AAA. Both are available on request from:
info(at)iris(dot)interactive-storytelling(dot)de
SceneMaker is based on Finite State Machines (FSM). The authoring tool allows authors to use a graphical programming interface to create the structure of the story (see figure below).
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This structure is called sceneflow (upper part in figure below) and is a hierarchical and concurrent state chart specifying the narrative structure of a dialogue and the interaction with the user. The separation of dialogue content and dialogue logic is a central authoring paradigm for SceneMaker allowing the independent creation and modification of both. The dialogue content is represented as scenescript (lower part in figure below) and resembles a multimodal movie script containing the verbal statements, gestures, postures and facial expressions (each depending on the chosen kind of visualization) of the characters.
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The modular architecture of SceneMaker makes it possible to attach different kinds of input and output modules. In the Summerschool workshop a typing input interface and a text output interface that was also able to show pictures and play sound and video files was used for the final story. To show the abilities of SceneMaker an example scenario with a beergarden in a 3d environment was demonstrated (see figure below).
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