[x3d-public] graph -> HAnim

Joseph D Williams joedwil at earthlink.net
Thu Aug 15 07:49:44 PDT 2019


HI John, 
So, I can see the arcs as, for example, paths for events passed between nodes. 
For each frame, the x3d player creates this event map. The event map is live and under user control and is updated as the frame building proceeds. This helps because at any time stamp, you should be able to see a nice graph of actual and predicted event flow. 
Joe



From: John Carlson
Sent: Wednesday, August 14, 2019 3:30 PM
To: Joseph D Williams; X3D Graphics public mailing list
Subject: RE: [x3d-public] graph -> HAnim

Nodes and Arcs:
                Nodes are like intersections.
                Arcs are like streets between intersections
                Nodes are generally drawn as circles
                Arcs are generally drawn as curves between nodes
                In a normal graph, a arc connects 2 nodes
                A node can serve as the endpoint of one or more arcs

A hypergraph extends graph by saying an arc can connect 0 or more arcs.


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From: Joseph D Williams
Sent: Wednesday, August 14, 2019 4:23 PM
To: John Carlson; X3D Graphics public mailing list
Subject: RE: [x3d-public] graph -> HAnim

➢ A hyperscenegraph is a scenegraph for hypermedia and multimedia OR a scene displaying a hypergraph.

➢ A continuous hyperscenegraph is hyperscenegraph where nodes and arcs are indistinguishable.

Well, the thing about vrml and x3d is that all the stimulus-response and external/internal hyper linkages are already there. Anything and everything can be a unique external or internal event source or sink and an can generate abstract or concrete productions from stored or active feedback. The scene is live and if used, the containing scene(s) and any included scene(s) are connected by rules. However, the interfaces are complex and even with well documented rules but fairly predictable; examples are out there. 

The thing about hanim is that to have presences and shared animations, there exists a certain hanim container for: 
. a fairly realistic medically-oriented definition of object hierarchies to compose the humanoid, 
. projections of a ‘standard’ skeletonspace and a ‘standard’ skinspace, 
. the typical techiques for connecting the skeletonspace and skinspace for interdependent animations, 
. with ‘standard’ self-contained and/or external techniques allowing the character to ‘independently’ interact in its parent environment and for a parent to control and interact with the character in its environment. 
All of this is pretty much best practice data and documentation of a complete unit ready to be plugged into a hyperSocket.  

Of course, to the character in the hanim container, everything coming from outside the container Is externalHyperStuff. This is different than the internalHyperStuff that is being passed around inside the container, even as internal sensors interact with aspects of its external environment. 

➢ (node == arc) -> HAnim 

Please tell me more about nodes and arcs. 

Hyperluck to ya. 
Joe


From: John Carlson
Sent: Friday, August 9, 2019 7:59 PM
To: X3D Graphics public mailing list
Subject: [x3d-public] graph -> HAnim

Graph -> scenegraph -> hyperscenegraph (arc becomes node) -> continuous/continual hyperscenegraph (node == arc) -> HAnim

I’ll coin “hyperscenegraph” and “continuous hyperscenegraph.”

A hyperscenegraph is a scenegraph for hypermedia and multimedia OR a scene displaying a hypergraph.

A continuous hyperscenegraph is hyperscenegraph where nodes and arcs are indistinguishable.

Thanks,

John




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