Lecture 8 Flashcards

1
Q

Distinguish between Frame by Frame animation and physical simulation.

A

Frame by frame: the process of creating animation by drawing the object in different positions in different frames which will make it look as if the object is moving when connecting all of the frames after each other. Example: a ball moving, a character walking, etc.

Physical simulation is another process of creating animation that is taken from different movements generated by the human body which is then applied to the animation, such as taking movements of people fighting with swords and apply them in a video game.

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2
Q

How has animation been used to help people with autism?

A

Creating programs that show the facial expressions of different emotions to help improve social skills.

It shows how the human face would look like if the person is happy, sad, scared, and other emotions so that autistic people can tell the difference when looking at people or when trying to communicate.

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3
Q

Describe how a dyslexic friendly font works. Be sure to use examples.

A

Dyslexic fonts are created for people with dyslexia which is having problems reading.

They were created to ease the readings for dyslexic people, by making each letter leaned to the side and bigger spaces between letters and words.

The letters i j l are similar when writing them, but stretching them, they look different for people to read easily.

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4
Q

Describe some of the challenges and solutions for having search engines discover the relevance of text (Hint for studying: This is related to the slides on Text and Search through to the slide “titles and titles”)

A

When searching for anything on the internet, the page title is what the search engine sees and tries to connect with other page titles to have a variety of information.

Meta description is what the engine read and try to produce a snippet.

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5
Q

List four parameters that can be varied to make a medieval sword combat game balanced for the player, while still attempting to make the game more realistic. (Study tip: specifically, the video on sword combat from Warhorse Studios starting around the 3 minute 30 mark until the end of the video)

A

In real sword combat, people are trained to move in lightning speed to catch opponents off guard. However, in a video game, the players react a lot slower. So, while recording people sword fighting for the animation, they make big, broad motions to show where they are striking next.

Usually want to connect the overall game system to appropriate historical moves. This is the hardest part since they want to do justice to both reality as well as a gaming scenario.

They try to reconstruct the feeling of combat in the video game which is one of the main reasons why it is first person. They want you to feel threatened by the enemy.

They pair 2 modes of attack with each weapon that attack different parts of the body and when you for a unique chain of attacks it carries out a special effect on your opponent

The most important factor in a sword fight is timing and they created a gameplay around timing. Blocking, defense, attacks, etc. are all dependent on timing. It’s still an RPG (role playing game) so if you are not fast enough, you just need to level up to a new character.

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