Improving Viewing Experiences of First-Person Shooter Gameplays with Automatically-Generated Motion Effects

Improving Viewing Experiences of First-Person Shooter Gameplays with Automatically-Generated Motion Effects
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通过自动生成的运动效果改善第一人称射击游戏的观看体验

DOI:
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发表时间:
2021
期刊:
International Conference on Human Factors in Computing Systems
影响因子:
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通讯作者:
Seungmoon Choi
Seungmoon Choi
中科院分区:
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文献类型:
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作者:
Gyeore Yun;Hyoseung Lee;Sangyoon Han;Seungmoon Choi

文献摘要

被引文献

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近年来,数百万人喜欢在电子竞技体育场或家里观看视频游戏。我们寻求一种通过呈现多感官刺激来改善游戏观众或观众体验的方法。使用动感椅,我们向观看第一人称射击游戏 (FPS) 游戏的观众提供从视听流自动生成的动感效果。动作效果表现了游戏角色的移动和枪声动作。我们描述了使用计算机视觉技术和深度学习开发的计算此类运动效果的算法。通过一项用户研究,我们证明了我们提供运动效果的方法显着改善了 FPS 游戏的观看体验。本文的贡献在于为 FPS 游戏集成了运动合成算法,以及体验多感官游戏的好处的经验证据。
In recent times, millions of people enjoy watching video gameplays at an eSports stadium or home. We seek a method that improves gameplay spectator or viewer experiences by presenting multisensory stimuli. Using a motion chair, we provide the motion effects automatically generated from the audiovisual stream to the viewers watching a first-person shooter (FPS) gameplay. The motion effects express the game character’s movement and gunfire action. We describe algorithms for the computation of such motion effects developed using computer vision techniques and deep learning. By a user study, we demonstrate that our method of providing motion effects significantly improves the viewing experiences of FPS gameplay. The contributions of this paper are with the motion synthesis algorithms integrated for FPS games and the empirical evidence for the benefits of experiencing multisensory gameplays.