Changes between Version 4 and Version 5 of Environments

12/10/12 15:49:08 (7 years ago)



  • Environments

    v4 v5  
    1 = Environments and Embodiments = 
     1= Embodiments = 
    22Embodiments provide an interface for the control of specific parts of a virtual human or robot. They are defined by the control primitives they offer to, e.g. an Engine in !AsapRealizer. For example, a !FACSFaceEmbodiment provides Ekman's FACS as control primitives to steer a face. Multiple implementations may exist for the same embodiment interface; for example a FaceEmbodiment that sends its control primitive values over middleware to a render engine might have the same interface as one that directly animates a face. Using the VirtualHumanLoader, Engines expecting certain embodiment interfaces are bound to the specific implementations of these embodiments. 
     4= Environments = 
     5Typically, Embodiments reside in Environments. For example, the HmiRenderBodyEmbodiment resides in a HmiRenderEnvironment in which it is rendered and a JComponentEmbodiment resides in its parent JComponent. 
     7= Constructing Environments = 
     8Environments are typically constructed manually by the main program. For example: 
     10WorldObjectEnvironment we = new WorldObjectEnvironment(); 
     11MixedAnimationEnvironment mae = new MixedAnimationEnvironment(); 
     12AsapEnvironment ee = new AsapEnvironment(); 
     13AudioEnvironment aue = new AudioEnvironment("LJWGL_JOAL");  
     16= Constructing Embodiments = 
     17If an embodiment resides in an environment, its construction involves either: 
     18 1. Adding it to the environment(s) 
     19 1. Obtaining it from the environment(s) 
     20Either way, the construction of an Embodiment that is to resides in one or more Environments requires those Environments.