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NA SENDA DA IMAGEM A Representação ea Tecnologia na Arte

NA SENDA DA IMAGEM A Representação ea Tecnologia na Arte

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II. 3D authoring tools<br />

Authoring is the tradition of collecting,<br />

structuring and presenting information in the<br />

form of a “document” rendered in some medium<br />

or media. Until recently, the document has been<br />

static, in the sense that once rendered, it is fixed<br />

for all time and for all r<strong>ea</strong>ders. Promising new<br />

technologies have recently come into existence<br />

that could alleviate some of the limitations of<br />

this difficult undertaking.<br />

In the traditio<strong>na</strong>l approach to the model of<br />

authoring, the task of an author is to collect a<br />

coherent body of information, structure it in a<br />

m<strong>ea</strong>ningful and interesting way, and present it<br />

in an appropriate fashion to a set of r<strong>ea</strong>ders or<br />

viewers of the eventual work. A user-tailored<br />

presentation is still not possible.<br />

This approach changes when the author<br />

supplies a communicative goal to the document.<br />

Making explicit this intention at the time the<br />

document is specified opens the door to truly<br />

user-specific document presentation.<br />

Information and presentation spaces can be<br />

cl<strong>ea</strong>rly separated. The incentive to provide<br />

presentations, which have been particularized to<br />

the needs and interests of the viewers, are very<br />

strong concerning multimedia data. Traditio<strong>na</strong>l<br />

authoring paradigms do not support such runtime<br />

determi<strong>na</strong>tion of form and content.<br />

Interactive multimedia systems can be<br />

roughly categorized by what kind of authoring<br />

and presentation metaphors they employ. There<br />

are three main ways of authoring presentations<br />

on a computer.<br />

An ultra high-level visual authoring<br />

environment. Icon-based visual (nonscripted)<br />

systems have the distinct<br />

advantage that the author need not type a<br />

single line of code to cr<strong>ea</strong>te a<br />

presentation. The problem with visual<br />

authoring systems is that they stifle the<br />

cr<strong>ea</strong>tivity of the artist by forcing him/her<br />

to work with a set of “mainstr<strong>ea</strong>m”<br />

primitives that the system engineers have<br />

somehow determined to be most useful.<br />

A high-level scripting language. At the<br />

other end of the spectrum, it is possible<br />

to author a presentation by writing a<br />

specialised computer program in a lowlevel<br />

language such as C or C++. The<br />

advantage of this approach is that<br />

expressivity, extensibility, and efficiency<br />

are at a ma ximum. Unfortu<strong>na</strong>tely, unless<br />

the artist is also a computer scientist, the<br />

process of l<strong>ea</strong>rning is likely to frustrate<br />

the amateur to an extreme.<br />

A low-level computer program. Many<br />

systems that lie in between these two<br />

authoring extremes employ some kind of<br />

“scripting language”', but may provide<br />

more intuitive syntax and higher-level<br />

constructs useful in multimedia<br />

situations.<br />

Four general paradigms exist for multimedia<br />

authoring systems.<br />

Graph-based authoring, using a<br />

schematic diagram of the control flow<br />

interactions among multimedia objects.<br />

Timeline-based authoring, where data<br />

flow of the presentation is described<br />

relative to a common time axis.<br />

Program-based authoring:, describing the<br />

positions and timings of individual<br />

objects using a text -based specification.<br />

Structure-based authoring, grouping<br />

objects based on presentation content.<br />

Perhaps, the most important problem is that<br />

the vast majority of recent systems handle<br />

interactivity and perso<strong>na</strong>lization in an<br />

unbelievably crude and inelegant manner.<br />

III. RELATED WORK<br />

Multimedia authoring can be used to cr<strong>ea</strong>te<br />

anything from simple slide shows to full-blown<br />

games and interactive applications. Multimedia<br />

authoring tools are used to cr<strong>ea</strong>te interactive<br />

presentations, screen savers, games, CDs and<br />

DVDs.<br />

DI<strong>NA</strong>H is an authoring tool used for the<br />

cr<strong>ea</strong>tion of interactive <strong>na</strong>rrative (Ventura and<br />

Brogan, 2002). The author fills a relatio<strong>na</strong>l<br />

database with many small story clips, <strong>ea</strong>ch one<br />

tagged with constraints that specify how it can<br />

be combined with others. After the clips are<br />

labelled, they are r<strong>ea</strong>d into a database and<br />

assembled by the <strong>na</strong>rrative engine at run time.<br />

At certain points in the story, DI<strong>NA</strong>H<br />

dy<strong>na</strong>mically selects the most appropriate story<br />

clips and prompts the user to play the role of the<br />

avatar, thus building the story. The algorithms<br />

that combine the clips form a <strong>na</strong>rrative engine,<br />

which coordi<strong>na</strong>tes the concate<strong>na</strong>tion of clips<br />

into a story.<br />

MPEG-4 authoring is quite a challenge. Far<br />

from the “simplicity” of MPEG-2, it allows the<br />

content cr<strong>ea</strong>tor to compose together spatially<br />

and temporally large numbers of objects of<br />

many different types: video, still image, speech<br />

synthesis, voice, music, text, 2D graphics, 3D<br />

and more. MPEG-Pro is a software dedicated to<br />

authoring 2D multimedia compliant with the<br />

84<br />

Copyright © ARTECH 2004 – 1º Workshop Luso-Galaico de <strong>Arte</strong>s Digitais 12 de Julho de 2004, FC - UL

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