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For our investiga=
tion we
have restricted the world to a stage.
Action in the world is represented by the movement of one or more
actors. Primarily the actor m=
oves
in accordance with a plan. The
actor will also be using information from his eyes.
In the preceding =
chapter
we discussed a systems perspective, focusing on interfaces. For our initial research we will
represent the world as a system with two subsystems: one for the optical
information that flows to any viewers of what is happening on the stage.
=
Simulating
the optical subsystem for ‘the world’ on the stage
A requirement is =
that the
world should have no memory, i.e. the image depend only on the present mome=
nt
in time.
Another requireme=
nt is
that the actor should be visible to members of the audience, depending on t=
heir
seats, i.e. the location defining the viewing angle and distance. The actor should also be partially
visible to himself if the eyes are directed appropriately.
A third requireme=
nt is
that the optical information is supplied on request, in response to a viewi=
ng
from a viewer.
The approach take=
n is to
utilize an SVG server (scaleable vector graphics) to respond to requests fr=
om
client browsers. An http comp=
onent
of this server requires that the viewer identify himself by indicating his
location relative to the stage.
This information is used to manage the response, i.e. to calculate t=
he
perspective.
The SVG server dr=
aws on
the known position of the actor’s bones in the 3 dimensional space
associated with the stage. On=
ly
information for the current frame is kept and utilized, so that the model of
the world does not require a memory of anything outside of the current
frame.
=
Simulating
the mechanical subsystem for ‘the world’ on the stage
In our perspectiv=
e, the
bones, joints, and muscles of the actor belong to ‘the world’.<=
span
style=3D'mso-spacerun:yes'> The muscles, in turn, receive
information from the brain of the actor through neurons. In this model, information is sent=
for
each instant in time (frame) to each of the muscles. It is this neural information that=
is
the input interface from the privacy of the actor’s brain to the publ=
ic
presence of muscles, joints, and bones in the world.
A requirement is =
that the
world have no memory, i.e. the bone positions depend only on the present mo=
ment
in time. The approach taken i=
s that
each bone has a position, and that only change information is supplied to t=
he
muscles to move then from the initial to the final position within the time=
of
the frame. For a true mechani=
cal
model this would deal with the effort required from the muscles, but we have
simplified the model by only providing geometric change information.
Another requireme=
nt is
that there should be reasonable verisimilitude with respect to characterist=
ics
of bones and joints. We have
simplified the bone structure by reducing the count and modeling them as
straight. We try to respect t=
he
constraints of movement for the major bones and joints. In initial versions, bone and joint
attributes are modeled in a generic fashion rather than being customized to
each actor.
This subsystem is
implemented in a browser – http-server arrangement, (i.e. client -
server), where ‘the world’ is represented by an http server.
Simulating ‘the world’ = Chapter 5 - 3/29/2008 &= nbsp; &nbs= p; &= nbsp; Page 1 / 2