Tuesday, 30 September 2008
Oracle connected
I have added an oracle client (in separate project oracle) that connects to the oracle server. It is commented out at the moment (line 37 in renderwindow.cs) because the oracle server has to run for orient to start otherwise. I will fix this later along with not using a hardcoded port and ip anymore (then port and ip will be defined in orientprofile.xml - also for connection to the interaction devices server).
Monday, 22 September 2008
Finished Authoring for a High-Power Culture
Hi,
Just finished the authoring of the culture authoring for a high-power distance culture. There are 4 rituals:
- Greeting Ritual;
- Welcome to Party Ritual;
- Dinner Ritual;
- Toast Ritual.
This is currently working on FAtiMA only. It still needs to be integrated with the graphical layer.
Just finished the authoring of the culture authoring for a high-power distance culture. There are 4 rituals:
- Greeting Ritual;
- Welcome to Party Ritual;
- Dinner Ritual;
- Toast Ritual.
This is currently working on FAtiMA only. It still needs to be integrated with the graphical layer.
Saturday, 20 September 2008
Sit on chair / Get up Behaviours
Added new behaviors for sitting on chair /getting up. Character now has a property telling whether it is seated in some place.
Changed body actions to have an animation for the character to perform when it's standing and another one when it is sitting. Actions themselves where not changed.
Changed move actions so that when the character is seated, it first gets up and then moves.
The syntax for these new behaviors is:
behaviour: sit on a given chair type available in the scenario
name: "sit-on-chair"
parameters:
Changed body actions to have an animation for the character to perform when it's standing and another one when it is sitting. Actions themselves where not changed.
Changed move actions so that when the character is seated, it first gets up and then moves.
The syntax for these new behaviors is:
behaviour: sit on a given chair type available in the scenario
name: "sit-on-chair"
parameters:
- "target" - the tag representing the type of chair available in the set where to sit the character (e.g.: "arm-chair", "simple-chair")
action: get up from the chair where the character is seated
name: "get-up"
parameters: none
Thursday, 18 September 2008
SVN Commit Warning
Hi all!
Just a warning for all people that are working directly with the SVN repository.
There have been some recent commits where the newly created files were not added to the repository.
Please make sure to add all files to SVN before commiting as the code will not compile in other machines due to those missing files.
Just a warning for all people that are working directly with the SVN repository.
There have been some recent commits where the newly created files were not added to the repository.
Please make sure to add all files to SVN before commiting as the code will not compile in other machines due to those missing files.
Cheers
Wednesday, 17 September 2008
Fullscreen Mode Update
Just made a simple change to fullscreen mode. Because sometimes is easier to test the application in windowed mode (as other windows are displaying), now it only goes to fullscreen if so is defined in OgreConfig file.
So run OgreConfig.exe to choose window size and fullscreen mode.
So run OgreConfig.exe to choose window size and fullscreen mode.
Labels:
fullscreen,
ogreconfig,
orient,
resolution,
window
Friday, 12 September 2008
user interface keybaord shortcuts
We are starting to integrate user interaction with the characters now. The way that we plan to do it is that a wii gesture selects the action a user wants to perform, and the mobile phone defines the context for that action (speech rec for characters, RFID for objects). The user interface will display on the screen which gesture, object and character are currently selected (if any). In order to start the action the user has to press Wii button A. If that happens the action is started and broadcasted to the agents but only if the action context is valid and set. To simulate the interaction devices without having them connected use the following keys:
number keys 1-0 simulate the different Wii gestures
function keys F1-F7 simulate the speech recognition for different character names
function keys F8-F12 simulate the item selection for different items via RFID
The Ctrl key simulates the "A" Button on the Wii to confirm/send an action
letter o key simulates The "1" Button on the Wii, Letter p key simulates the "2" Button on the Wii (used for operating the recycling machine)
letter l simulates the "+" button on the wii used to toggle the character names display
Camera controls via dancemat: At the moment, because its easier for debugging the free look camera is switched on (controls via w,a,s,d keys plus mouse). The dance mat cannot control this camera, but a different camera (1stperson). This can be changed by modifying the TheMeal.xml episode file and commenting out the line:
changestorymode newmode="freeNavigationMode"
and remove instead the comments form
changestorymode newmode="firstPersonNoFreeLookNavigationMode"
In this mode the controls that simulate the dancemat buttons are the keys q,w,e,d,c,x,z,a. Those keys form a cirlce that corresponds to the keys in the same pattern on the dancemat. The s key in the middle of that circle simulates the start button on the dance mat (might be later used to confirm if the user wants to leave from one scene to another).
Regarding the same topic, we thought it would be probably better if the agent minds were put to sleep while the user is in "input mode", i.e. setting the context for an action. So whenever the user waves the Wii or uses the phone, the agents would not perform any actions to let the user concentrate on the input task. The agents would wake up when the action is confirmed/sent or when the user cancels/leaves input mode. Feel free to comment or make suggestions.
number keys 1-0 simulate the different Wii gestures
function keys F1-F7 simulate the speech recognition for different character names
function keys F8-F12 simulate the item selection for different items via RFID
The Ctrl key simulates the "A" Button on the Wii to confirm/send an action
letter o key simulates The "1" Button on the Wii, Letter p key simulates the "2" Button on the Wii (used for operating the recycling machine)
letter l simulates the "+" button on the wii used to toggle the character names display
Camera controls via dancemat: At the moment, because its easier for debugging the free look camera is switched on (controls via w,a,s,d keys plus mouse). The dance mat cannot control this camera, but a different camera (1stperson). This can be changed by modifying the TheMeal.xml episode file and commenting out the line:
changestorymode newmode="freeNavigationMode"
and remove instead the comments form
changestorymode newmode="firstPersonNoFreeLookNavigationMode"
In this mode the controls that simulate the dancemat buttons are the keys q,w,e,d,c,x,z,a. Those keys form a cirlce that corresponds to the keys in the same pattern on the dancemat. The s key in the middle of that circle simulates the start button on the dance mat (might be later used to confirm if the user wants to leave from one scene to another).
Regarding the same topic, we thought it would be probably better if the agent minds were put to sleep while the user is in "input mode", i.e. setting the context for an action. So whenever the user waves the Wii or uses the phone, the agents would not perform any actions to let the user concentrate on the input task. The agents would wake up when the action is confirmed/sent or when the user cancels/leaves input mode. Feel free to comment or make suggestions.
Thursday, 11 September 2008
All characters
I have authored all characters for ORIENT. The test scenarios are available on SVN. All the .bat files and FAtiMA.jar have also been updated. Samuel has also completed the cultural component.
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