TY - GEN
T1 - MPML3D
T2 - 6th International Conference on Intelligent Virtual Agents, IVA 2006
AU - Nischt, Michael
AU - Prendinger, Helmut
AU - André, Elisabeth
AU - Ishizuka, Mitsuru
PY - 2006
Y1 - 2006
N2 - MPML3D is our first candidate of the next generation of authoring languages aimed at supporting digital content creators in providing highly appealing and highly interactive content with little effort. The language is based on our previously developed family of Multimodal Presentation Markup Languages (MPML) that broadly followed the "sequential" and "parallel" tagging structure scheme for generating presynchronized presentations featuring life-like characters and interactions with the user. The new markup language MPML3D deviates from this design framework and proposes a reactive model instead, which is apt to handle interaction-rich scenarios with highly realistic 3D characters. Interaction in previous versions of MPML could be handled only at the cost of considerable scripting effort due to branching. By contrast, MPML3D advocates a reactive model that allows perceptions of other characters or the user interfere with the presentation flow at any time, and thus facilitates natural and unrestricted interaction. MPML3D is designed as a powerful and flexible language that is easy-to-use by non-experts, but it is also extensible as it allows content creators to add functionality such as a narrative model by using popular scripting languages.
AB - MPML3D is our first candidate of the next generation of authoring languages aimed at supporting digital content creators in providing highly appealing and highly interactive content with little effort. The language is based on our previously developed family of Multimodal Presentation Markup Languages (MPML) that broadly followed the "sequential" and "parallel" tagging structure scheme for generating presynchronized presentations featuring life-like characters and interactions with the user. The new markup language MPML3D deviates from this design framework and proposes a reactive model instead, which is apt to handle interaction-rich scenarios with highly realistic 3D characters. Interaction in previous versions of MPML could be handled only at the cost of considerable scripting effort due to branching. By contrast, MPML3D advocates a reactive model that allows perceptions of other characters or the user interfere with the presentation flow at any time, and thus facilitates natural and unrestricted interaction. MPML3D is designed as a powerful and flexible language that is easy-to-use by non-experts, but it is also extensible as it allows content creators to add functionality such as a narrative model by using popular scripting languages.
UR - http://www.scopus.com/inward/record.url?scp=33749542511&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=33749542511&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:33749542511
SN - 3540375937
SN - 9783540375937
VL - 4133 LNAI
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 218
EP - 229
BT - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Y2 - 21 August 2006 through 23 August 2006
ER -