Friday, June 30, 2006
Muscle and bone bring animated characters to life
Computer animators working on video games or films such as The Incredibles usually start with a virtual wireframe model of a character's outer appearance. The wireframe moves using preprogrammed limb movements, which in turn allows the animator to work out how the character's outer layer should bend before overlaying skin and hair." (more) New Scientist Breaking News - Muscle and bone bring animated characters to life
Sunday, June 18, 2006
Stumbling on Happiness - NPR : Sharing One Secret to Happiness
Saturday, June 17, 2006
Dog neurons in a dish control video game (Quake 3). Skynet unavailable for comment.
The video links are spooky yet cool. Robot military, no draft.
"When the brain is first hooked up to the game, it doesn't know what it is doing so it randomly moves around," Thompson said. "After enough data flows to the brain it begins to change the neural network, it starts to control the character in a progressively more intelligent way."
Though the brain can successfully compete with a bot, the goal is to gain better understanding of how brains function, Thompson said.
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Videos of the brain controlling the game are available:
Video 1: early stages of learning about 4 hours of learning
Video 2: slightly advanced, about 13 hour of learning
Video 3: more advanced, notice the collision detection and change of direction, about 42 hours of learning
Video 4: most advanced with combat, over 9 days of learning
Hoffman to be 200th ‘Actor’s Studio’ guest - TELEVISION - MSNBC.com
"James Lipton interviews Dustin Hoffman in an episode 'Inside the Actors Studio,' which airs on June 25. The 68-year-old Hoffman, who won best actor Oscars for 1982's 'Tootsie' and 1979's 'Kramer Vs. Kramer,' is the 200th guest on the program." (more) Hoffman to be 200th ‘Actor’s Studio’ guest - TELEVISION - MSNBC.com
Throwback Throwdown - The Austin Chronicle
"Retro gaming is adjunct to everything that's going on right now," says Billy Cain, vice-president of Critical Mass Interactive in Austin. Cain has been designing games for 14 years; his company recently finished some of the graphics for Jaws Revenge. "The retro games are cultural memory," Cain says. "Other countries that we work with never had those games. Countries like India started with Lara Croft from Tomb Raider; they have no reason to buy a retro game."
On the other side of the card is David Kaelin, owner of Game Over Videogames in North Austin. His business is in the sales of vintage used games and their respective systems, knocking on the door of gamer nostalgia. "Statistics say the average player is 30 years old. They don't want the newest and greatest game. They want something that's easy to learn, something their kid can play that's not too violent – like a cartoon."(full article at link) The Austin Chronicle: Screens: Throwback Throwdown
Tuesday, June 06, 2006
"Digging For Worms: Why Doug Tennapel Doesn't Care What His Fans Think"
Gamasutra took some time out of Doug’s day to catch up on Earthworm Jim, get some thoughts on character design, and wax philosophical about the state of game creation today." (full interview) Gamasutra - Feature - "Digging For Worms: Why Doug Tennapel Doesn't Care What His Fans Think"