Interactive Television: Are We There Yet?
"What kind of wussy
name is 'Lynn' for a guy, anyway?" the crusty voice asks. The
voice belongs to Throut, one of the two real-time animated monsters
in the interactive game show Throut & Neck. "He's
probably a stud," Becca, the sexy live-action host chimes in.
Throut and Neck are mocking one of the two viewers who are operating
their movements via telephone in a video game that involves smashing
cute little sheep to smithereens.
Game Show Network's Throut and Neck may not be the most tactful characters,
but they are just about all we have -- for now. Throut & Neck
is the first real-time animated game show to be broadcast in the United
States. The live show involves interactive game playing where viewers
can compete on national television. The program is quite groundbreaking
for the United States, but internationally, we are an exception.
The Producers
ITE (Interactive Television Entertainment), the Denmark-based
company that produces Throut & Neck is the largest producer
of interactive television. The show premiered on MTV Brazil in 1997,
but ITE has been developing and producing interactive television since
its foundation in 1988. Their most popular franchise is Hugo the
TV Troll, a jovial, pointy-eared creature who has appeared cumulatively
in 39 countries on television, multimedia games and merchandising.
Hugo, the live interactive television show, was launched in
1990 and is the number one interactive game show in the world. It
is currently airing in 12 countries, including parts of Scandinavia,
Europe and Latin America. The games take viewers snowboarding, parachuting,
scuba diving, and skateboarding with Hugo -- almost literally. The
Hugo games involve the same technology used in Throut &
Neck.
Both shows use AMS (Animation Mask System),
a real-time motion-capture technique to create the "live"
animated characters. The system includes a helmet, remote control
and hardware module. The actor providing the voice of the character
wears the helmet, which contains sensors that can read his facial
expressions and translate them to the character. (All of the characters'
body movements are pre-rendered using motion-capture animation techniques.)
He watches the screen as the game is played and uses the joystick
on the remote to move the eye and head animations. During the show,
a phone number is displayed and viewers call in to play the game.
If chosen, the caller uses his telephone keypad as a joystick, pressing
certain numbers to make the character jump, throw, and move left or
right. A hardware system runs interaction between the game, the animation
system and the phone. Both shows are a combination of 2D and 3D animation.
Total
Control Media is the other major player in the world of interactive
television programming. Founded in 1993, the London-based company
grew out of a TV bartering corporation called Television Barter International
Limited (TBI). Total Control Media uses their own method for producing
real-time animation for interactive games. Real Time Presenters are
live animated hosts who introduce the games and are operated by an
actor in a studio. The actor/engineer uses a mouse and keyboard to
manipulate the host's movements and also provides the voice. The mouse
controls the character's head motion, the spacebar provides the mouth
movements, and various keys create other movements, such as making
the eyes pop out or spinning the ears. The games themselves work with
the use of pre-rendered animation as well. The caller presses specified
telephone buttons to move the character and the tones are interpreted
by a computer that chooses the corresponding strip of animation. The
company uses Softimage, a high-quality 3D animation package.


























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