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Gesture-Based Definition of User Gameplay Experiences

Gesture-Based Definition of User Gameplay Experiences
基于手势的用户游戏体验定义
批准号:
484329-2015
负责人:
Gutwin, Carl
金额:
$1.82万
依托单位:
依托单位国家:
加拿大
项目类别:
Engage Grants Program
财政年份:
2015
资助国家:
加拿大
项目状态:
已结题
起止时间:
2015-01-01 至 2016-12-31

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中文摘要
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英文摘要
Many computer games are now being designed so that the players themselves can adjust and customize the game's content, or even create new levels to share with friends or with the game's community. The systems to enable this customization and creation (often called "level builders") provide users with tools for adding content to the game world and tools for adjusting the properties of characters and objects. In a computer game, property setting is particularly relevant because there can be numerous entities with different behaviours. There can therefore be a large number of properties in a game - e.g., for the main character in a platformer-style game, properties might include running speed, jump height, turning agility, energy level, and whether the character can do actions such as double-jumping, wall-jumping, or ducking. However, setting properties is not an easy exercise: it may be difficult for players to understand the names given to properties; players may have little understanding of the meaning of a particular value for a property; and players must move back and forth between the property-setting interface and the game itself in order to test the new values. A potential solution to these problems is to capitalize on the player's experience with the game environment itself. In this approach users can set game properties by demonstrating them in the actual game environment - that is, by "acting out" behaviours with game characters that embody the properties of interest. The system will infer the user's settings by analyzing the enacted behaviour. This approach uses the player's innate sense of how the game works on the screen as a foundation for setting properties. For example, players who have played the game have a clear sense of how fast a character moves in relation to other game entities - and so customizing the "speed" property can be accomplished by having the player simply move the character around the game world at the speed that they want to use in their customized version of the game.
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