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Subject: RE: [humanmarkup-comment] HMU.newmedia: Emotion
I am aware. That is in the codelists. These are organized under abstract types to enable event routing to proceed by application type. So far I don't think I am contradicting the original models using an S/R paradigm. However, as we continue to layer in more systems with diverse requirements, we are not necessarily adding new requirements. We are testing the old ones. We should be creating use cases to determine when the schema needs new types. For example, markup that organizes a process is applicable only to applications that view and process events as inputs, outputs, controls and mechanisms. To simulate chronemic properties, we have to add time, and so forth. In VRML, this is easy. In HTML, it's a little less easy (HTML + Time, a subset of SMIL2). So take a use case and see if it can be first organized by the current schema, then ask what else is needed if we can't. Try what the author suggests for the process model. I think first we discover that without a basic, easy to use process model, we don't have a means to show a single human object emoting in a much less two objects with a context of communication. One could easily do that with a HumanML aware VRML object as long as it has a proto with a script node for dispatching events to the VRML nodes upon receipt of an event from an XML processor through the SAI/EAI. Take a simple case: a sphere that color cycles given HumanML selects and external events. len -----Original Message----- From: Rex Brooks [mailto:rexb@starbourne.com] I have to study this further, but, just a reminder: we are building a markup language that needs to account for use in scene graphs, and plain text, and messaging, and voiceXML, if possible, as well as a host of other applications. How we embed, or encode emotion is one of our tasks. It is important to keep the requirements of the applications/uses in mind as we develop the tags, the schemata, the document models, the scene graph models, the streaming models/protocols, the adaptations of artificial intelligence which use chaos and game theory, the psychological models which are informed by that set of schools of thought, and of course, informing us overall, semiotics.
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