dialogue

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  • NVIDIA uses AI to let gamers converse with non-playing characters

    NVIDIA's generative AI lets gamers converse with NPCs

    by 
    Steve Dent
    Steve Dent
    05.29.2023

    NVIDIA has unveiled technology called Avatar Cloud Engine (ACE) that would allow gamers to speak naturally to non-playable characters (NPCs).

  • SOPA Images via Getty Images

    Google Photos will let you manually tag faces it doesn't recognize

    by 
    Christine Fisher
    Christine Fisher
    07.03.2019

    Google Photos' product lead David Lieb took advantage of some downtime this week to start a surprisingly open dialogue on Twitter. Yesterday, he asked users what they want to see next from Google Photos -- new features, bug fixes, performance improvements, etc. The conversation lasted for hours, and it shed light on a few changes coming to the service. One of the most notable is that Google Photos plans to add a manual face tagging feature that will let users tag faces it doesn't recognize.

  • Far From Noise

    Contemplate life in 'Far From Noise' on PS4 November 14th

    by 
    Mallory Locklear
    Mallory Locklear
    11.10.2017

    Next week sees the arrival of Far From Noise, a narrative game for PS4. The game takes place over a single day and night and during that time, your character is trapped in a car balancing on the edge of a cliff. As you rock back and forth over the edge, you'll have conversations -- with yourself and with a companion that approaches your car. You can discuss all sorts of things including why you ended up where you are, where the stranger is from, nature, life and death.

  • Facebook

    Facebook opens a new AI research lab in Montreal

    by 
    Mallory Locklear
    Mallory Locklear
    09.15.2017

    Facebook's Artificial Intelligence Research team is expanding. The company announced a brand new AI lab that just opened in Montreal, which joins the network of existing labs based in Menlo Park, New York City and Paris. "The Montreal lab will house research scientists and engineers working on a wide range of ambitious AI research projects, but it will also have a special focus on reinforcement learning and dialog systems," Facebook's chief AI scientist, Yann LeCun, said in a post.

  • Stanford University/Adobe

    AI film editor can cut scenes in seconds to suit your style

    by 
    Steve Dent
    Steve Dent
    06.21.2017

    AI has won at Go and done a few other cool things, but so far it's been mighty unimpressive at harder tasks like customers service, Twitter engagement and script writing. However, a new algorithm from researchers at Stanford and Adobe has shown it's pretty damn good at video dialogue editing, something that requires artistry, skill and considerable time. The bot not only removes the drudgery, but can edit clips using multiple film styles to suit the project.

  • DTS is making movie and TV dialogue even easier to hear

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    01.12.2015

    Compared to other trade shows (E3 being the prime offender), the Consumer Electronics Show floor is relatively quiet. That didn't stop the folks at DTS from showing off their new DTS:X codec however. It separates audio into objects instead of channels so instead of say, left, right, front, rear, center and subwoofer, you get things like dialogue or individual gunshots. If this sounds like Dolby Atmos tech, that's because it's pretty similar. The neat trick with DTS:X, however, is that it separates dialogue into its own thing that you control the volume of independently from everything else. Should you have an A/V receiver, you could always bump the center channel up a bit, but that increases the volume of all sound coming from that speaker, not just what the people onscreen are saying. It sort of achieves the same result, but not quite.

  • Gloria Victis plays host to Santa

    by 
    Justin Olivetti
    Justin Olivetti
    12.29.2014

    Over this past weekend, Santa Claus had the opportunity to visit the in-the-making Gloria Victis and delight testers. In the newest pre-alpha patch, Santa appeared on Stoneholm Island and regaled listeners with his... rather unusual adventures. The patch also implemented a new gathering system, animations for said gathering, added in a few new locations, and buffed bow-and-arrow attacks. The team also had a special message for the game's supporters: "Thanks to all of you who put your trust in ourselves. You gave us the chance to continuously create the project of our dreams. You are our everyday Santa Clauses and support the Gloria Victis developing in any possible way." [Thanks to Chrysillis for the tip!]

  • Gloria Victis is all up in your beeswax

    by 
    Justin Olivetti
    Justin Olivetti
    12.19.2014

    In yesterday's pre-alpha patch, Gloria Victis shattered all sense of boundaries and decided that it was going to make your beeswax its business. Yes indeed, we are finally living in an era when beeswax has been added to beehives in an MMO, and life will never be the same again. (Actually, my editor informs me that Ultima Online has that as well because it has everything.) Other changes with the patch included global buffs for capture-the-flag winners, cattle horns as "by-products of [the] animal skinning process," a buff to gear durability, a higher change to get weapon drops from humans, and a rework of the mob spawning system.

  • Gloria Victis pre-alpha patch adds weather system

    by 
    Justin Olivetti
    Justin Olivetti
    12.12.2014

    While it's still very much a work in progress, a weather system (with clouds!) has come to Gloria Victis with the advent of pre-alpha patch v.0.1.1. The new patch isn't solely about additions that make Weather Channel fans geek out, of course. The title added an item decay and repair system, updated the world map, included more music, improved mob AI, and further optimized performance. Still, if gorgeous sunsets and foggy days are the sort of eye candy that gets you excited about an MMO, the weather may be the biggest addition yet to Gloria Victis.

  • Gloria Victis implements dialogues and other improvements

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.20.2014

    The Gloria Victis pre-alpha is getting a bit more chatty today with the implementation of the dialogue system in the most recent update. Said update also contains the first implementation of bow-wielding NPCs defending cities, the addition of buff and debuff descriptions, and various bugfixes and improvements -- all good things unless you try to open a dialogue with a bow-wielding NPC and get an arrow in response. The design team promises that this is just the beginning of major changes, however, with the next patch slated to add the first pass of the questing system into the game. Territory capture mechanics are also coming, allowing an entire nation to benefit from captured lands. So onlookers can enjoy a more robust rollout in the coming weeks as the game adds more features in.

  • Talk to the Mac: Dialogue lets you make, receive and record phone calls over your Mac

    by 
    Steve Sande
    Steve Sande
    07.31.2013

    You're typing away at your Mac, rushing to meet a deadline, when you hear your iPhone ringing. Rather than digging into your pocket to find the phone and fumble to answer it, wouldn't you rather just click an button on your Mac screen to answer the call? That's the concept behind Dialogue (US$6.99), a new app from Netherlands development firm Zebraa. I had a chance to try Dialogue as a late beta, and I like what I found. The initial setup installs a small phone icon in your menu bar. Clicking on it displays a small dialogue box that is used on first launch to pair your Mac and iPhone. Once that easy process is done, the dialogue shows that your iPhone is connected and ready for calls. When you receive an incoming call on your iPhone, a box appears on the Mac screen with caller ID information (if available) and Accept and Decline buttons. Click Accept, and the call is routed via Bluetooth to your Mac. Likewise, you can search for contacts on your Mac and call then with a click. Calls can be recorded as well, and saved as sound files for future reference. I initially tried the app using my iMac's speaker and microphone, and wasn't too happy with the results. A quick talk with the developers noted that at this time, they recommend using a headset for listening to the conversation due to echoes. Zebraa is looking into adding better echo cancellation for a future version, but for now it's not too much of a hassle to wear a headset when talking to others. I also ran into the occasional bug where I'd answer the phone and couldn't hear or speak to anyone, but I chalk that up to using a pre-release version of the app. As Dialogue finds its way into the wild, the developers will be able to quash the bugs they didn't find during the beta phase. Dialogue is really a useful app for any Mac user/iPhone owner who spends a lot of time both on his or her Mac and on the phone. Check out the video below for a better idea of how exactly Dialogue works with your favorite smartphone.

  • Fox News discusses Star Wars: The Old Republic's gay expansion planet

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.14.2013

    Star Wars: The Old Republic fans already know that Makeb is the Planet of Gay, containing far more gay than even the fabled Gay Level on Coruscant. Or perhaps it's just the sight of the game's upcoming expansion, Rise of the Hutt Cartel, which will feature the first implementation of same-gender romances in the game. These romances will be limited to characters already on the planet rather than new or existing companions. This is not new information for most players. However, it's news to Fox News, whose take on the planet's status is... slightly different. According to Fox News, Makeb will be the "gay planet" added in the expansion, likening the current limitation of this new content to segregation and noting that many players are opposed the inclusion of same-sex relationships in the game. There is no mention of the number of players requesting the feature, nor of the variety of (presumably) non-gay quests and content available on Makeb. In short, it's missing a number of nuances regarding the situation, something that might be good for a raised eyebrow or two from fans and detractors alike.

  • Flameseeker Chronicles: Five of the purest joys of Guild Wars 2's PvE

    by 
    Elisabeth
    Elisabeth
    11.13.2012

    I had a really bright idea to title this post "Five things that don't suck about Guild Wars 2's PvE." However, being a denizen of the Interblags, I paused as I typed out those words. "You know, Elisabeth," I said to myself, "someone somewhere would probably see that as an invitation to troll." "But Elisabeth," myself responded, "isn't everything on the Interblags an invitation to troll?" I had to confess that I made a fair point. I mean, it was probably a silly title anyway. There are a lot of things, I tend to think, that don't suck about Guild Wars 2's PvE, and I don't want to give you the wrong impression. Saying they don't suck is a pretty negative way to frame it, don't you think? I'm glad we agree. Anyway, read on to catch some of the most non-suckiest things in Guild Wars 2's PvE.

  • Choose My Adventure: TERA questing with Rielene

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.20.2012

    Last week's polls sent Higiri off to handle horrible dungeons, while Rielene continued to quest across the land. Much as in a certain famous fantasy trilogy that may have won our first bonus poll, this means that there are two distinct paths now being following by our intrepid TERA protagonists, and that means more time to focus on each. So I'm starting off with Rielene and her quest into the depths of Arcadia, beginning with the unexpectedly tumultuous Fey Forest. The opening explanation behind the quests here is fairly well handled, and it actually gives a reason that adventurers are being sent off into the depths of danger when an army would seem more suitable. Put simply, the Valkyon Federation's armed forces are primarily focused against the invading Argon, and that means that the rest of the world has kind of gotten messy. Adventurers aren't meant to represent some strange amalgam of soldiers and free operators; they're the last-ditch reinforcements for a home front that's deteriorating rapidly.

  • Storyboard: Talk this way

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.23.2012

    One of the great problems presented to roleplayers is the challenge of presenting audio via text. We don't think about it all the time because most of the time it's easy to construct the sound of something from context. Sure, simply saying that your character sighs could mean any number of things, but contextually it's usually obvious whether it's meant as a gesture of exasperation or a sign of relaxed contentment. "Yes, I'm sure your new weapon will make a huge difference in the war" could be sarcastic or serious, but there are generally enough clues in the situation to make the difference obvious. But there's one obvious case in which that breaks down, and that's in the matter of accents. After all, people from two different regions shouldn't quite sound the same... but there's also no effective way to communicate how one voice or another sounds different. And the most common solution is essentially a matter of making your character's words borderline unreadable in the hopes that you convey a sliver of your intention.

  • The Daily Grind: Do you skip dialogue?

    by 
    Bree Royce
    Bree Royce
    01.30.2012

    A very clever Massively poster once remarked that BioWare is indeed famous for story -- the same story, over and over. OK, so he was exaggerating for effect, but even I sometimes feel as if I've seen this scene before once or twice in BioWare's storygames. That hasn't driven me to skip over cutscenes or dialogue, not yet, but judging by how many gamers are already sitting in the endgame of Star Wars: The Old Republic, I have to wonder whether that's exactly what everyone else is doing. So 'fess up -- are you wearing out your spacebar key skipping through dialogue, or are you drinking in every last line? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Guild Counsel: Guild life in SWTOR

    by 
    Karen Bryan
    Karen Bryan
    12.22.2011

    If you thought the future looked cloudy for guilds in MMOs, Star Wars: The Old Republic's launch stomped out any doubts. The pre-launch list of guilds was so enormous that it rivaled the total player populations of other MMOs. But there are some interesting aspects to guild life in SWTOR, and this week in The Guild Counsel, we'll take a closer look at them. If you're interested in some first impressions from a guild perspective, or if you're wondering how to make a guild now that the game has launched, read on for a look at guild life in SWTOR.

  • Guild Wars 2 devblog highlights cinematic conversations

    by 
    Matt Daniel
    Matt Daniel
    11.22.2011

    "One of the things we game developers always have to struggle with is reconciling our ambition with the reality of a production environment," begins today's Guild Wars 2 dev blog. That principle of balance comes into play in the case of the game's cinematic conversations, as the blog notes. James Boer goes on to detail many of the unique strategies used in Guild Wars 2's dialogue scenes in order to ensure that precious balance between ambition and pragmatism. For instance, characters are designed in such a way that they don't look terribly good during close-ups, and there is no easy way to integrate facial animation. As a result, the team settled on a compromise, pushing the characters farther into the background. This, combined with the painted backgrounds utilized during conversations, lends a unique style to GW2's cinematic dialogues. For the full details, just head on over to the ArenaNet dev blog.

  • New computer system can read your emotions, will probably be annoying about it (video)

    by 
    Amar Toor
    Amar Toor
    11.22.2011

    It's bad enough listening to your therapist drone on about the hatred you harbor toward your father. Pretty soon, you may have to put up with a hyper-insightful computer, as well. That's what researchers from the Universidad Carlos III de Madrid have begun developing, with a new system capable of reading human emotions. As explained in their study, published in the Journal on Advances in Signal Processing, the computer has been designed to intelligently engage with people, and to adjust its dialogue according to a user's emotional state. To gauge this, researchers looked at a total of 60 acoustic parameters, including the tenor of a user's voice, the speed at which one speaks, and the length of any pauses. They also implemented controls to account for any endogenous reactions (e.g., if a user gets frustrated with the computer's speech), and enabled the adaptable device to modify its speech accordingly, based on predictions of where the conversation may lead. In the end, they found that users responded more positively whenever the computer spoke in "objective terms" (i.e., with more succinct dialogue). The same could probably be said for most bloggers, as well. Teleport past the break for the full PR, along with a demo video (in Spanish).

  • Ask Massively: Can't talk, slaying darkspawn edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.24.2011

    If it wasn't obvious through previous posts, I'm rather keen on the whole Dragon Age franchise. Which means that yes, I've been playing the stupid Facebook game that has just gone into open beta. The next revolution in gaming it is not, but it's got just enough of the setting to tide me over for the moment. Plus, it has player housing, which is conspicuously absent from most of the more modern MMOs out there. Seriously, guys -- if it's able to fit into a Flash game on Facebook, you can fit it into your umpteen-millionth triple-A title. Get on that. But I'll put aside the slaying of darkspawn and associated questions about how they're this far north, because it's time for another edition of Ask Massively. This round, we're talking about reviewing new MMOs, the conceptual space of games, and Star Wars: The Old Republic. As always, you can feel free to leave your questions in the comment field or send them along to ask@massively.com.