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Behavior Demonstration User Community & Incentives

Date post: 12-Feb-2016
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Behavior Demonstration User Community & Incentives. If we build, will they come ( Well of course). Community of User Types. Situation Creators Demonstrators Annotators & Observers Gods (Goal Ontology Managers) Viewers. Situation Creators. Situation Creators: Situation Publishing. - PowerPoint PPT Presentation
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Behavior Demonstration User Community & Incentives If we build, will they come (Well of course)
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Page 1: Behavior Demonstration User Community & Incentives

Behavior Demonstration User Community & Incentives

If we build, will they come

(Well of course)

Page 2: Behavior Demonstration User Community & Incentives

Community of User Types• Situation Creators

• Demonstrators

• Annotators & Observers

• Gods (Goal Ontology Managers)

• Viewers

Page 3: Behavior Demonstration User Community & Incentives

Situation Creators

Page 4: Behavior Demonstration User Community & Incentives

Situation Creators: Situation Publishing

Situation: Asking girl out in a bar

Location : Bar

Roles: a) Bartender

b) Hot Girl

c) Other Agents

d) BoyScript for Hot Girl: You enter a bar to have a drink or two. You meet a boy there who asks you out…….

Script for Boy: You enter a bar to seek out a girl. You find a hot girl there………

Able to create situations / stories, which others act outDescribe situation using:

–Text–Object placement / mental states / etc –Could specify Goals which must be achieved by characters

Page 5: Behavior Demonstration User Community & Incentives

Incentives: Situation Creators• Ability to Publish situations to others

• Situations get Ranked– new Innovative…scenarios get more credit

• Higher rank means – Access to more items (props)– Ability to create own items– Greater visibility in community– What else

• Its FUNNN………time, – People create situations for their friends to act out in….., – local small communities (like Peng, Sooraj, Santi…, the anime club) collaboratively

carrying out situation+behavior authoring

• Don’t underestimate people’s willingness to be creative, – (why do people create documents on wikipedia, sims, mods etc)………, People like to

create…………, and OWN it

• People get prizes sponsored by these different companies for the top level behaviors (TBS like companies)

Page 6: Behavior Demonstration User Community & Incentives

Situation Publishing

Once the situation is published people in their groups (either formed online or beforehand) can teleport to the location created by the situation/scenario author

Page 7: Behavior Demonstration User Community & Incentives

Behavior Demonstrator

Page 8: Behavior Demonstration User Community & Incentives

Demonstrators

• Act out a situation

• May not necessarily Annotate the behavior

Page 9: Behavior Demonstration User Community & Incentives

The million dollar question again: Why ????????

• People who are able to act out “published” situations well enough get credits???,

• praise from their friends

Same logic, people like to be creative, want their characters/avatars to learn how to act properly in these situations

Page 10: Behavior Demonstration User Community & Incentives

The million dollar question again: Why ????????

After N situations demonstrated, is promoted to Creator (able to create situations) ???

• Community judges how well their avatars/characters have acted in the situations…….

• Community ranks the demonstrations

Page 11: Behavior Demonstration User Community & Incentives

The million dollar question again: Why ????????– Higher rank means access to community

library of behaviors• People who have made who have acted well can

apply as behavior demonstrators……, a gradation system within the community of behavior demonstrators…….,

• People who are good demonstrators graduate and are able to work on better characters (like Mickey Mouse)….,

– As community uses behaviors, this increases rank

• The top level demonstrated behaviors go in the centralized repository and people whose behavior go into the centralized repository get credited………,, and are the owners of those behaviors

• Able to edit the centralized behaviors

Page 12: Behavior Demonstration User Community & Incentives

Behavior Demonstrators coupling as trainers for others

• Some people will become expert in behavior training where they can train characters owned by other people in different situation making them proficient

• These behavior trainers will be paid of course…

• Why these behavior trainers???....., people would find it difficult to train, lazy to train and would be willing to pay small amount of money to train them by others

Page 13: Behavior Demonstration User Community & Incentives

Behavior Annotation

Page 14: Behavior Demonstration User Community & Incentives

Annotators & Observers• Describe behaviors by annotating• Observers: can simply be watching behaviors,

and “guessing” the behavior –an Improv Game• Incentives:

– Appropriate interpretation ranked by community– Rank increases by how many times others use the

described behavior– Recommend a behavior to someone and part of it is

annotating during recommendation– Getting the annotation during reuse of behaviors by

other authors– People make suggestions on what the behaviors are

doing serving as a feedback for the first level annotation

Page 15: Behavior Demonstration User Community & Incentives

Annotation Tools:

• System can auto-complete suggestions• System can suggest possible annotations

– Based on similar past behavior, or similar sequence of low-level goals

– Based on user-selected context• System can determine middle-layer

annotations given low & high level annotations

Page 16: Behavior Demonstration User Community & Incentives

Improv Game• Recorded Simulation (s) and time series of action

available for annotation for the annotation game • www.espgame.org

• Agreement achieved similar to the ESP gamesAND/OR

• What other models can be used for annotation??• Discussion on how In World Annotation could

take place

Page 17: Behavior Demonstration User Community & Incentives

Gods Ontology Managers

Page 18: Behavior Demonstration User Community & Incentives

Gods – Ontology Managers• We need a solution to make sure goal ontology terms are

agreed upon (we need Ontology managers)• Able to create goals for characters, to be used by

annotators• Annotated goals can only be the ones that have already

been approved by them or could be the one that will have to go through their approval

• So everything that can be done in the virtual world is either approved by the GOD or needs to be approved

• Incentives:– Ability to determine what is in character’s minds– Owners of parts of the (mental / physical) world

Page 19: Behavior Demonstration User Community & Incentives

Viewers

Page 20: Behavior Demonstration User Community & Incentives

Different Participation Scenario as a form of game

• Screening Room like a musuem exhibit and like a live show where the user can act as a viewer and view the situation small stage shows and judge the following (May be some situations are interactive)– How well the actors are acting– How good are the dialogs – How good is the play– How good are the locales– Judge them

• Type of Awards…..: for most populate shows…. • Economy Model: Tip the people if you like the situation

(% value our returns )• Companies can sponsor these awards

Page 21: Behavior Demonstration User Community & Incentives

Important Character Interaction• Interact with important characters ( like Mickey Mouse….)

– ORRRR interact with them in a particular situation of your choice (SOOOOOOO………., not a free formed input)

• See the interaction between any two characters in a situation of your choice – Mickey Mouse and Georgia Bush in a dating situation– Sort of like an interactive drama…., where u can put them in

different situations– Give different goals to these different characters and see

how they act out in these situations– Picking up characters and creating different situations out

of it….., sharing type situation where people share situations

Page 22: Behavior Demonstration User Community & Incentives

Economy Model

Page 23: Behavior Demonstration User Community & Incentives

Economy Model• People can trade in their authored characters, so

that new people can buy characters who are ranked high in terms of expressive behaviors, are able to act well,

• (and we get a royalty out of that sale )• Companies can buy authored characters for their

games created within SL or somewhere else lik EA, websites etc..

• The more highly ranked user / situation / behavior, the more expensive it is

• ( We need a backend that can support all of this)

Page 24: Behavior Demonstration User Community & Incentives

Character Bidding

• Bid for creating very important characters (e.g. Bush, Mickey Mouse) etc…., – situation for them – act as demonstrator for them

• Buy behavior libraries • You advertise that u need a character

and people bid for it

Page 25: Behavior Demonstration User Community & Incentives

Misc Other Features

Page 26: Behavior Demonstration User Community & Incentives

Observing Behaviors (1/2)• Users can join together to create “Plays”

– Set designer creates scenario, others (actors & directors) have to train the characters to behave properly

– Other people watch behaviors (at OSCARS), judge them (eg: realism, appropriate dialogue, …)

– Highly popular behaviors & personalities appear in the world “Hall of Fame”

• Characters can have own homes which show best behaviors

• Artists can have own exhibitions in world spaces / or in the spaces where characters behave

Page 27: Behavior Demonstration User Community & Incentives

Observing Behaviors (2/2)

• Behaviors can be “sent” out of the world– Eg: on holiday cards, as “gifts” to people

• The world can be observed by probes– Newspaper reports interesting events– People can teleport (in space & time) to view the

events• Behaviors can be made into movie snippets

– For stories, machinema movies, or Flash comics– Create comics (storyboards) from snippets of

interaction

Page 28: Behavior Demonstration User Community & Incentives

How to do this: Next Level of Detail

Page 29: Behavior Demonstration User Community & Incentives

Say

MoveTo

PerformAnim

Say

MoveTo

PerformAnim

Say

MoveTo

PerformAnim

Max

Amanda

Mary

Expert 1

Expert 2

Expert 3

Behavior Authoring through Demonstration

Page 30: Behavior Demonstration User Community & Incentives

• Having an Online World where you can author your characters,

• The world is inhabited by virtual characters created by humans.

Page 31: Behavior Demonstration User Community & Incentives

Behavior Exchange/Sharing/Learning through Observation

Dating Situation

I really like you

That’s so cool. Lets meet tomorrow

That’s a nice way to propose. My own way didn’t work last time

Page 32: Behavior Demonstration User Community & Incentives

Express Surprise

GestureSurprise

Express Love

Long Kiss

Love a PartnerBehavior

Set

Express Surprise

GestureSurprise

Express Love

Love a PartnerBehavior

Set exchange

Page 33: Behavior Demonstration User Community & Incentives

DEMONSTRATE BEHAVIOR

1. Set up Scene 2. Demonstrate

3. Annotate

Create Script

Page 34: Behavior Demonstration User Community & Incentives

SCENE SETUP

User can chose from existing situations (using Situation Ontology UI)

Or create a new situation

S

Page 35: Behavior Demonstration User Community & Incentives

Creating new situation:

1. Chose objects(via Object Ontology UI)

2. Chose participants (via character list)

3. Set othersituation properties

Other complimented

me

I am happy

Hello, strong warrior.

S

Page 36: Behavior Demonstration User Community & Incentives

DEMONSTRATE

[<<] Gestures [>>]

Express Joy

GreetShake Hand

Low-level Behaviors(eg: specific animations)

High-level Behaviors(eg: have dinner)

Express Gratitude

Current Goal(s):

I

D

Page 37: Behavior Demonstration User Community & Incentives

ANNOTATE

1. View Timeline

A

Page 38: Behavior Demonstration User Community & Incentives

ANNOTATE

2. Annotate Timeline (via Goal Ontology)

Expressing Happiness

MovingCloser

MovingCloser

Goal Ontology

A

Page 39: Behavior Demonstration User Community & Incentives

ANNOTATE

3. Second layer Annotations

Goal Ontology

Happy Greeting

Joining the Dinner

A

Page 40: Behavior Demonstration User Community & Incentives

Time

G:Surprise

Conv Turn 1

Oh! Hi Max! Long time no see

V:Surprise Greeting

Annotation Interface II

Amanda Amanda

Wow, hi Amanda. It’s certainly a surprise to see you here..

GreetingG:Surprise V:Surprise

Conv Turn 2

Goal: SurpriseGreeting

Page 41: Behavior Demonstration User Community & Incentives

“oh!”

“what a surprise!”

<eyes widen>“really?”

v.1

Goal Ontology

V:Surprise

LongKiss

Love a Partner

G:Surprise

ExpressLove

ExpressSurprise

Page 42: Behavior Demonstration User Community & Incentives

1. Set up Scene 2. Watch Intearction

3. Debug

WATCHING BEHAVIOR

Page 43: Behavior Demonstration User Community & Incentives

SCENE SETUP

Goals (active & inactive)

EmotionsHappiness

Hunger

1. Chose Character(s) 2. Chose / Create Situation 3. Set Character Mental State

Page 44: Behavior Demonstration User Community & Incentives

Hello, strong warrior.

WATCH INTERACTION

Goals

EmotionsGoals

Emotions

Page 45: Behavior Demonstration User Community & Incentives

DEBUG INTERACTIONS

Goals

EmotionsGoals

Emotions

Page 46: Behavior Demonstration User Community & Incentives

`

JACK DOE:

Likes:

Dislikes:

Fears:

Traits:

Irritable

Professional

Shy

people furniture

plants

Skills:

Doctor

PERSONALITY EDITOR

Page 47: Behavior Demonstration User Community & Incentives

Express Surprise

VocalSurprise

GestureSurprise

“oh!”

“what a surprise!”

<eyes widen>“really?”

Express Love

Long KissPrivate

Conversation

Love a Partner

v.1 v.2Having Dinner

Greeting a Person

Loving

Expressive

Personality TraitsGoal Ontology

Situations

Easily Angered

Page 48: Behavior Demonstration User Community & Incentives

• Behavior exchange provides an initial behavior set in a different situation

• Tweaked by the author according to his character personality

• Generalized Behavior created by these variations providing initial behavior library for a new character (somebody entering new)

Generalizing Scripts based on 5-6 variations of tweaked behavior set

Page 49: Behavior Demonstration User Community & Incentives

Story Creation Tools as an after effect

• Global Situation library provides a way of creating different stories by choosing different situations that need to be ordered according to the story

• Different Characters can be used according to their personality type, ranking of how well they act out on these situations.

Page 50: Behavior Demonstration User Community & Incentives

Situation Hierarchy/Extension1. Take a particular situation and extend it in creative

ways i.e. Tweak it in a different way…, you get more points if people tweak your situation i.e. use it as a starting point

• Change the dialogs• Change personality of the character and act

out according to the personality• Change the mood• What other ways can we change????

Page 51: Behavior Demonstration User Community & Incentives

Verbal Behavior• Behaviors can be described at the goal layer, not necessarily

needing visual behavior

• Creation: user provides a “script” describing high level properties of a situation. (Annotation without a behavior)– Can have class of users which are Writers – demonstrate &

annotate verbally• Observation: system can generate “script” from a situation (instead

of generating low level behaviors)– System can write a chapter of a novel

• Users can request what situations to be created– System can produce “Newspaper” reports of what happens in

the game world

Page 52: Behavior Demonstration User Community & Incentives

2D world ?• Less realism details to worry about• Easier to create

– Simplistic animations / Facial expressions can be modified by users– Objects & situations more simple to set up

• Easier to demonstrate & debug – actions more exagerated, more visible– Navigation easier, less likely to miss interaction details

• Characters more easily ported outside of world– Exportable to images for holiday cards / email attachments / fliers, Action

movies in flash comics– Possibly easier to create interfaces for this

• More accessible – no download necessary• Problem: Maybe not easy to find user-base.

• Can be 2.5D to allow depth for crowds• Can extend to 3D later (ooOH!)

Page 53: Behavior Demonstration User Community & Incentives

Names• eHuman• ePerson• Digital Playground• GodEye/Godisus• eVitalize• Digivitalize• eClones• DigiIdentity• Lifeforge• WikiHuman


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