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Behavior Demonstration User Community & Incentives

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.

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Behavior Demonstration User Community & Incentives

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  1. Behavior Demonstration User Community & Incentives If we build, will they come (Well of course)

  2. Community of User Types • Situation Creators • Demonstrators • Annotators & Observers • Gods (Goal Ontology Managers) • Viewers

  3. Situation Creators

  4. Situation Creators: Situation Publishing • Able to create situations / stories, which others act out • Describe situation using: • Text • Object placement / mental states / etc • Could specify Goals which must be achieved by characters Situation: Asking girl out in a bar Location : Bar Roles: a) Bartender b) Hot Girl c) Other Agents d) Boy Script 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………

  5. 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)

  6. 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

  7. Behavior Demonstrator

  8. Demonstrators • Act out a situation • May not necessarily Annotate the behavior

  9. The million dollar question again: Why ???????? • Same logic, people like to be creative, want their characters/avatars to learn how to act properly in these situations • People who are able to act out “published” situations well enough get credits???, • praise from their friends

  10. 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

  11. 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

  12. 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

  13. Behavior Annotation

  14. 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

  15. 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

  16. 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 games AND/OR • What other models can be used for annotation?? • Discussion on how In World Annotation could take place

  17. Gods Ontology Managers

  18. 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

  19. Viewers

  20. 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

  21. 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

  22. Economy Model

  23. 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)

  24. 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

  25. Misc Other Features

  26. 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

  27. 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

  28. How to do this: Next Level of Detail

  29. Behavior Authoring through Demonstration Perform Anim Perform Anim Move To Amanda Move To Say Max Mary Say Perform Anim Move To Expert 1 Expert 3 Say Expert 2

  30. Having an Online World where you can author your characters, • The world is inhabited by virtual characters created by humans.

  31. Behavior Exchange/Sharing/Learning through Observation That’s so cool. Lets meet tomorrow Dating Situation I really like you That’s a nice way to propose. My own way didn’t work last time

  32. Behavior Set Love a Partner Behavior Set Love a Partner exchange Express Surprise Express Surprise Express Love Express Love Long Kiss Gesture Surprise Gesture Surprise

  33. DEMONSTRATE BEHAVIOR 2. Demonstrate 1. Set up Scene 3. Annotate Create Script

  34. S SCENE SETUP User can chose from existing situations (using Situation Ontology UI) Or create a new situation

  35. S Creating new situation: 3. Set other situation properties 1. Chose objects (via Object Ontology UI) 2. Chose participants (via character list) I am happy Other complimented me Hello, strong warrior.

  36. D DEMONSTRATE High-level Behaviors (eg: have dinner) Low-level Behaviors (eg: specific animations) [<<] Gestures [>>] Greet Shake Hand Express Joy Current Goal(s): Express Gratitude I

  37. A ANNOTATE 1. View Timeline

  38. A ANNOTATE 2. Annotate Timeline (via Goal Ontology) Moving Closer Moving Closer Expressing Happiness Goal Ontology

  39. A ANNOTATE 3. Second layer Annotations Joining the Dinner Happy Greeting Goal Ontology

  40. Annotation Interface II Goal: SurpriseGreeting G:Surprise V:Surprise Greeting G:Surprise V:Surprise Greeting Wow, hi Amanda. It’s certainly a surprise to see you here.. Oh! Hi Max! Long time no see Conv Turn 1 Conv Turn 2 Amanda Amanda Time

  41. Goal Ontology Love a Partner ExpressSurprise ExpressLove LongKiss G:Surprise V:Surprise v.1 <eyes widen> “oh!” “really?” “what a surprise!”

  42. WATCHING BEHAVIOR 2. Watch Intearction 1. Set up Scene 3. Debug

  43. SCENE SETUP 3. Set Character Mental State 2. Chose / Create Situation 1. Chose Character(s) Goals (active & inactive) Emotions Happiness Hunger

  44. WATCH INTERACTION Goals Goals Emotions Emotions Hello, strong warrior.

  45. DEBUG INTERACTIONS Goals Emotions Goals Emotions

  46. PERSONALITY EDITOR ` JACK DOE: Traits: Likes: Irritable Professional furniture people Shy Dislikes: Skills: Fears: Doctor plants

  47. Personality Traits Goal Ontology Loving Love a Partner Expressive Easily Angered Express Surprise Express Love Situations Long Kiss Gesture Surprise Vocal Surprise Private Conversation v.1 v.2 Having Dinner <eyes widen> “oh!” “really?” Greeting a Person “what a surprise!”

  48. Generalizing Scripts based on 5-6 variations of tweaked behavior set • 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)

  49. 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.

  50. Situation Hierarchy/Extension • 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????

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