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Subject: Genre Discussions
As
promised yesterday, here is an example from phase 0 of a prototype of
a
genre application. It is only an example and was generated to
discuss
how
one might use HumanML types in an XML instance where that instance
would
then be transformed via XSLT into a real time rendering language such
as
X3D/VRML. After the XML fragment, there is an outline of a newscast
template (known as a "rundown") a local newsanchor
graciously made for
our
work here. Talking heads being a commonly asked for application,
we
asked a pro to explain to us how they organize a newscast. Then I
created the XML using SMIL concepts and bogus human
attributes. The
example was never completed. Some of you who are
looking at entertainment
applications may find this illuminating and those who
are XSLT experts
could
expand on this and show how XSLT can be applied to downtranslation
although the VRML side of this would be fairly
complex. The humanML
would
require a library of XML components that allowed you to load
[say
XSLT document()] from existing libraries of HumanML conformant
descriptions of such things as culture, gesture,
etc.
We can
discuss this example in more detail for those who are interested
if you
want to noodle with it or comment on the approach. Again, it is
incomplete.
**************************************************************************************************************
<?xml version="1.0"
?>
<genre id="genre01" name="31 News" type="News" > <resourcePool>
<character id="anchor01" name="Erin" role="anchor" culture="southernUS(Texan)" /> <character id="anchor02" name="Laura" role="anchor" culture="southernUS(Alabama)" /> <stage id="stage01" name="31 News" type="TVNewsSet" location="" /> <prop id="prop01" name="newsText" type="paperDocument" /> <costume id="costume01" name="redBlazer" type="professional(informal)" /> <costume id="costume02" name="blueBlazer" type="professional(informal)" /> <camera id="c01" name="" /> <camera id="c02" name="" /> </resourcePool> <rules>
The big work is here. Prolog/RDF/Schematron? One may not need this. </rules>
<plotPoints> A schedule based on types of events
that MUST occur. The actual
scene order may vary, and the number of intervening scenes may vary, but these points must occur in the order stated. This is the essence of a genre. We may only be talking pre-condition/post-conditions here or one could use document order instead
of plot points. In some
systems for interactive
fiction, plot points are a way of defining events
that mus happen for
a genre to be true to its defintion, but the actual
events themselves
can be initiated by different kinds of other
events. Similar to a role-playing
game with a game master, except the game master is an
automated
system for tracking the occurrence of plot points and
injecting events.
For the example, we use the typical
talking heads news broadcast.
</plotPoints>
<charList id=""> <actor charRef="anchor01" costume="costume01" initMood="HumanML:alert" locateMarker="grid01" initPosture="sitting" /> <actor charRef="anchor02" costume="costume02" initMood="HumanML:alert" locateMarker="grid02" initPosture="sitting" /> </charList> <setupList>
<setup id="" name="" worldMapRef="" charList="" cameraList="" /> <setup id="" name="" worldMapRef="" charList="" cameraList="" /> </setupList> <scene id="" name=""
setup="" >
<seq> <par> <!-- Moveto is based on named markers, not coordinate systems as the use of coordinate systems would limit the application to a particular dimensionality of rendering, say 3D over 2D. WorldMaps are provided to name location markers --> <moveto locateMarker="" speed="slow" force="" object="c01" /> <seq> <text id="" charRef="anchor01" trope="literal" ></text> <gesture id="" charRef="" HumanML:trope="greeting" /> </seq> </par> <par> <seq> <gesture id="" charRef="" trope="caution" ></gesture> <text id="" charRef="" trope="inform" ></text> </seq> </par> </seq> </scene> <scene id="" name=""
setup="" >
<seq> <par> <seq> <text id="" charRef="" trope="literal" ></text> <gesture id="" charRef="" trope="greeting" ></gesture> </seq> </par> <par> <seq> <gesture id="" charRef="" trope="caution" ></gesture> <text id="" charRef="" trope="inform" ></text> </seq> </par> </seq> </scene> </genre>
From Erin Dacy at WAAY TV 31. A description of a newscast rundown.: rundown - broadcast
outline
-- order of the stories
-- how long they are -- what they are (formats) ---- package (self contained
story, anchors introduce and tag out
or the reporter can do a live intro from the field: 1 minute to 2 minutes) ---- voice over (anchor reading live under video) ---- voiceover/sound on tape (tossing to a soundbite of your expert on the subject, a witness or a person on the street) ---- reader (anchor on camera the whole time) Standard structure
(content and order depends on newscast (5, 6 or 10)) 5 pm order
Block 1
1. Open
2. Weather Right Away (weather overview) 3. Lead story 4. Various stories 5. Tease (upcoming stories, usually 2 sometimes 3 stories) 6. Commercial Block 2
7. Lighter stories (example
"You Tell Us")
8. Maybe one more lighter story or a tease of another story coming at six. 9. Tease 10. Commercial Block 3
11. Weather
12. Other light stories like money talks or health 13. Sports tease 14. Commercial Block 4
15. Sports
16. Kicker story--something very light or funny 17. Weather (summary) 18. Close (Goodbye) Same for 6 and 10pm just different orders, and different content. For example at 6 we have the "big
story" which is our cover story with
sidebars (similar spin offs of the same topic) Weather is in the second block at
6.
At 10pm we have weather also in the
second block, but one entire block of "around the world" vo's or voiceovers--video only with live anchor reads later in the show after weather. Len |
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