Archive for the 'Cool Tech' Category Page 2 of 7

Debugging inspiration from an unexpected source

fingerprinting My day job entails a great deal of web/ajax work, so I subscribe to a great many blogs on such topics.  Every once in a while, I see a post that is not only interesting in the context of my "billable" work, but could possibly have interesting implications for my C:SI work as well.

Today’s example is an article on Ajaxian about a javascript library that measures a "finger print" based on your typing style.  I believe that the idea essentially entails measuring the timing of your typing and allows you to correlate those results to check for similarity to past tests.

While I’ve discussed somewhat similar ideas before, this idea is conceptually simpler, and I believe that it has direct application to the problems that a few people are currently reporting with the Taketori Katana.

What I’m wondering is, if I could create a similar "fingerprinting" script in LSL, could I use that to verify that the Taketori is doing what it should be doing, and doing it consistently?  If I added that script to some generic attachment and provided it to those people who are reporting issues, might I be able to gather more in-depth information without the ambiguity of relying on descriptions or having to "watch and guess"?

It’s just an idea that popped in my head.  I’m gonna let it brew in there while I’m supposed to be working, and see what comes of it.

Popularity: 23% [?]

BUZZ: 1-prim interfaces (llDetectedTouchPos)

I just read the most exciting news by Frans Charming on SLOG about a discussion during the Mono Office Hour regarding interactive user interfaces on a single prim face.

Essentially, scripters in Second Life have long wanted to be able to tell exactly where an object has been clicked, rather than simply which object was clicked.  There is currently no way to gather that information, which is why if you look at any HUD attachment with what appears to be multiple buttons in View Transparent (CTRL-ALT-T) mode you’ll see that each button is a different prim.

By creating new LSL functions (NOT just for MONO, despite the fact that this was discussed at a Mono Office Hour) that return both region-relative world coordinates (llDetectedTouchPos) or uv-mapped texture coordinates (llDetectedTouchUV), Second Life content creators will be empowered to make much more functional user interfaces without as many prims.

Already my mind is churning out reams of ideas of how this could make scripter’s lives a little better, but quite naturally the very first thing that occurred to me was that the ability to gather per-pixel touch information on a prim will enable the final stages of html-on-a-prim, which seems to be born out by the actual (heavily edited) transcript :

Periapse Linden: Ok, so our special guest today is Qarl.
Qarl Linden: woo.
Periapse Linden: The Linden who brought you sculpties
Seifert Surface: yay.
Siann Beck: Hello Qarl
Qarl Linden: hey all.
Periapse Linden: He’s back with a great new idea he’d like to get feedback on.
Qarl Linden: so i have to give credit where it’s due -
Periapse Linden: So go ahead Qarl and tell us about Detected Touch
Qarl Linden: Seifert originally asked for this feature a year ago.
Vincent Nacon: yeah I believe I fed him some of those ideas…. if he checked his email :P
Qarl Linden: i got sidetracked and didn’t get to it ’til now.
Qarl Linden: https://wiki.secondlife.com/wiki/LSL_Touch_Position
Qarl Linden: :)
Seifert Surface: i think people have been asking for it from waaay back in the day
Qarl Linden: yeah, true.
Vincent Nacon: yeah I’ve been wondering how that will work
Qarl Linden: what we’ve got here is the ability to get more information about touch events.
Vincent Nacon: by polygon?
Qarl Linden: you get to know where on the surface, and where in world the touch occurs.
Qarl Linden: you get the face number as well.
Vincent Nacon: err… how many faces are there?
Qarl Linden: it’s continually updated as the mouse is held down - so you can implement dragging.
Qarl Linden: 6 faces on a cube - etc.
Seifert Surface: vincent: faces as in faces on a prim
Chance Abattoir: Where on the surface, that’s rad!
Seifert Surface: 1 face on a default torus
Qarl Linden: and the POSITION, as well.
Vincent Nacon: oh was thinking about sculpty part
Vincent Nacon: muhahahaha!
Qarl Linden: texture coordinates, etc.
Siann Beck: That sounds awesome.
Qarl Linden: right now we’re asking for feedback - make sure we don’t miss anything important.
Seifert Surface: presumably if we ever get 2 sided planar sculpties, theyd have 2 faces
Qarl Linden: presumably. :P
Seifert Surface: :P
Vincent Nacon: wait… didn’t we already have something like that
Vincent Nacon: the drag I think
Qarl Linden: there’s a similar call: llDetectedGrab().
Vincent Nacon: yeah
Qarl Linden: but it’s not so good for a variety of reasons…
Rex Cronon: list llDetectedTouchAll()
Vincent Nacon: yeah, tried to make a joystick imput by using that
Vincent Nacon: input*
Qarl Linden: it reports movement relative to the camera position…
Vincent Nacon: yeah
Qarl Linden: not so useful.
Vincent Nacon: it was neat at first but meh
Qarl Linden: now you’ll be able to put an entire GUI into a texture, and determine with the position info which button was clicked.
Qarl Linden: chess boards, for instance - won’t need 64 prims.
Seifert Surface: the continual updating works with the touch event firing lots right?
Siann Beck: That’s awesome. A lot of vendors can be re-designed.
Qarl Linden: exactly.
Vincent Nacon: so… if we’re going to have touch_position on surface, what does it means for html-on-prim?
Seifert Surface: right
Mbrb Rau: 1 prim vendors…
Qarl Linden: yes - that’s one of the motivations for this work -
Qarl Linden: so that prim web browsing will be easier for us to implement.
Vincent Nacon: yeah, figured
Vincent Nacon: well that’s good, hope it won’t be much of a problem with flash
Qarl Linden: naw - it’ll still be controlled with parcel media…
Rex Cronon: could it be possible for a script to load a notecard that has html code on a specific face?
Qarl Linden: flash is hard because mozilla has a truly horrible plugin interface.
Vincent Nacon: now that’s a thought
Qarl Linden: we’re looking at webkit and others for that…
Qarl Linden: maybe notecard->html … but that’s not REALLY useful…
Vincent Nacon: so how the position will work? gobally or local?
Seifert Surface: rex: really you want to be able to alter the webpage on the fly from a script
Qarl Linden: only if you can’t get your own webpage.
Seifert Surface: say for a scoreboard or something
Qarl Linden: yes. exactly.
Qarl Linden: but you can do a LOT by passing parameters to a webpage in the URL.
Rex Cronon: i want to have display that is not connect to a web page
Vincent Nacon: and for non-flat surface… how will that set the local position? based on UV map maybe?
Seifert Surface: html file in a string?
Qarl Linden: i’ve seen an example where HTML is in the parameter…
Qarl Linden: yes - it’s the UV map.
Vincent Nacon: ah ok perfect
Chance Abattoir: When will this script go into testing?
Chance Abattoir: function
Qarl Linden: soon - i’ve got the implementation finished - just a couple more tweaks.
Qarl Linden: a month timeframe, i think.
Qarl Linden: but no promises.
One month.  Wow.  Seems LL has decided to get a whole bunch of internal projects done in a big hurry :)
Finally, another bit of news that might be interesting :
Periapse Linden:  1) We are going to start the Big Merge of Mono with havok4 next week

Popularity: 38% [?]

Buzz : Avatar Puppeteering in Second Life®

Last month, when I posted an article on realXtend joining with OpenSim, I mentioned that one of the things that got me truly excited while reading the proposed feature list was the ability to directly script the avatar skeleton.

Here’s what I said at that time :

Ability to script avatar skeletons - Apparently inverse kinematics is on the feature list, but in addition to that developers will have the ability to script fine-grained control of the skeleton’s bones.  While it may not allow for everything that Endorphin would, it would seem to me that this could provide a great deal more spontaneity and interactivity between avatars than Second Life® ever could.   Note, this is not just .bvh animations uploaded like Second Life®, we’re talking scripted access to the skeleton!

What I didn’t know, and only just now found out from Massively, was that similar features have been on the Linden Lab® lab radar since as far back as last August (according to the Puppeteering wiki page), and according to Moo Money at Massively it’s been talked about in focus group sessions since 2006.

That wiki page mentions that scripted animation - the ability to control joint rotations and figure positions through LSL script rather than the simple playback of animation files - is on the agenda, and if they ever do in fact add that capability I can easily imagine that melee combat like Combat: Samurai Island will take on entirely new and fascinating dimensions.  Combine scripted spontaneous animation with physical avatars, and you have the foundational components for a level of combat interactivity that will truly blow away anything available in-world today.

In order to get a sense of the difference between what we have now and what this could mean for the future, take a quick look at this section from the AvatarPuppeteering website:

 The Physical Avatar

Techniques for animating avatars have come a long way, although they are still largely based on the linear narrative of film technology, whereby character animations are crafted beforehand using keyframing, inbetweening, etc., stored in a file, and then played using various triggers in the context of a dynamic virtual world. The animations look exactly the same each time they are played - which is of course desirable in the case of a feature film - but pretty useless in terms of spontaneous expression in an online world.

To accommodate the novelty and freshness of online virtual worlds, hybrid layers of procedural animation have been introduced, which allow the avatar to adapt to an unpredictable environment and to respond to user intent (although still to a limited degree, in my opinion).


Avatar Puppeteering introduces a completely physics-based means of naturalistically animating the avatar, in which every joint can be pushed, pulled, or rotated in real time for maximum expressivity and responsiveness. The underlying technology for Puppeteering is called "Physical Avatar" - it is called that because it uses forward dynamics to affect the positions of avatar body parts in the virtual world. This is explained in the sections below.

There’s a pretty cool though very limited video demonstrating in-world animation available on YouTube.  It looks to me like it’s mostly a ragdoll/kinematics simulation, but it’s pretty significant that it’s being done in-world rather than via third-party software like DAZ or Poser.

This is very encouraging news, and I’m once again excited about the potential of Second Life®   I can’t wait to get my grubby little hands on a technology preview!  Be sure to check out the AvatarPuppeteering website for more in-depth information and more videos.

Popularity: 52% [?]

Linden Labs implements HTML on a prim?

It would seem that today’s viewer update contains, among other things, the ability to display a website on a prim

It’s not exactly all I’d hoped for at this stage, but it is quite interesting that I can now display my website in-world (click for full size) :

Daikon Forge Website viewed in-world

(note that my website looks completely different in-world, as I’m using the Alex King WordPress Mobile Edition plugin on my site to make it easier to read in the Profile Web tab, and it detects Second Life® as a mobile browser)

htmlonprim2_001

It’s currently restricted to static pages, meaning that you can’t really click on anything at this point, and Flash and other plugins do not work, but it is encouraging to see concrete proof that Linden Lab® is working on integrating browsing functionality.  This is great news, and I look forward to seeing the inventive and powerful uses that arise from this functionality over time.

Popularity: 46% [?]



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