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Anthrobotics™
HOW ABOUT AN IDEAL OBJECT-INTERACTIVITY "ENGINE" FOR "RUNNING" VIRTUAL, GAME, AND OTHER DIGITAL WORLDS?
More and more, people in various aspects of digital-worlds businesses are seeking efficient ways to perform interactivity between the objects in their worlds. Such worlds will lose much of their interest if control and realistic simulation of interactivity between and among objects (including "dead" objects, avatars, "living" objects, etc.) does not soon become an achievable standard for such worlds.
A little thought will quickly show that unless a system computing object interactivity can be counted upon to deliver sufficient timely information to the graphics systems, such realistic simulation will be not be possible, even in theory. And a little additional thought will show that an ideal system for computing object interactivity should, at the least, do the following things:
Have a general-purpose capability of computing object interactivity (including sufficient high-level graphics instructions) as an ongoing function of a general-purpose simulation-type-computing "engine", and
Have a capability for object design and specification (for simulation-type computability for both "living" and "dead" objects) permitting objects to be easily "built" or modified with natural-language interfaces and easily placed, moved, or removed in digital worlds.
And, as is seen after giving it a little more thought, these things cannot efficiently be done without a general-purpose system for object categorization with well-defined math-computational "concrete" to "abstract" relations and a straightforward natural-language linking to such object categorization.
We at Anthrobotics discovered that the same above capabilities were necessary to build autonomous-decision-systems "brains", including for intelligent humanoids.
And so the Anthrobotics technology already now includes the ideas and methods needed to assist businesses using digital worlds in setting up useful general-purpose interfaces and engines for object interactivity.
For assistance in learning how to adapt the proprietary Anthrobotics technology to your object-interactivity needs -- with a huge head start on using autonomous softbots in your worlds, please contact us.
© 1996-2006 Anthrobotics™
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Copyright© 1996-2006 Anthrobotics
This site is owned and operated by Anthrobotics. No material from Anthrobotics or any Web site owned, operated, licensed or controlled by Anthrobotics may be copied, reproduced, republished, uploaded, posted, transmitted, or distributed in any way, without the prior written permission of Anthrobotics, except that you may download one copy of the materials on any single computer for your personal, non-commercial home use only, provided you keep intact all copyright and other proprietary notices.
Modification of the materials or use of the materials for any other purpose is a violation of Anthrobotics copyright and other proprietary rights. Attributed extracting for comment or criticism is permitted. |
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Call (602) 263-9200 or E-mail Marty |
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