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Enhancing Skill Acquisition in VR Rhythm Games: Leveraging DDA and PCG for Effective Learning Map Generation

Enhancing Skill Acquisition in VR Rhythm Games: Leveraging DDA and PCG for Effective Learning Map Generation
增强 VR 节奏游戏中的技能习得:利用 DDA 和 PCG 生成有效的学习地图
批准号:
2890032
负责人:
金额:
$0.0万
依托单位国家:
英国
项目类别:
Studentship
财政年份:
2023
资助国家:
英国
项目状态:
未结题
起止时间:
2023 至 --

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中文摘要
翻译
这项研究计划利用动态难度调整(DDA)和程序内容生成(PCG),并将其装备到虚拟现实(VR)游戏中,以帮助玩家提高他们的技能。VR技术在商业上得到了改进,使用了眼睛、面部和手部跟踪技术[1][10];这可以用来捕捉玩家的心理信号。该项目解决了节奏型VR游戏(如《Beat Saber》)的难度峰值问题,提高了技能和动机。通过结合DDA, PCG和VR跟踪,创造个性化的学习体验。该研究探讨了有效性、玩家粘性、技能进步以及关于技能发展和动机的假设。核心步骤包括检测心理信号,实施DDA进行动态调整,开发个性化地图的PCG算法,以及创建AI教练系统。该项目旨在将研究结果扩展到其他节奏游戏和环境中。受益者包括享受量身定制体验的玩家,提高玩家留存率的游戏开发商,以及受益于无障碍VR锻炼的健康和健身行业。
英文摘要
This research proposal utilises Dynamic Difficulty Adjustment (DDA) and Procedural Content Generation (PCG) [11] [12], and equips it to virtual reality (VR) games in order to help players enhance their skills. VR technology has improved commercially, using eye, facial and hand tracking technology [1] [10]; this can be utilised to capture players' psychological signals [2]. The project addresses difficulty spikes [3] in rhythm-based VR games like Beat Saber, improving skills and motivation. By combining DDA, PCG, and VR tracking, personalised learning experiences are created. The research explores effectiveness, player engagement, skill progression, and hypotheses on skill development and motivation. Core steps include detecting psychological signals, implementing DDA for dynamic adjustment, developing PCG algorithms for personalised maps, and creating an AI Coach system. The project aims to expand findings to other rhythm games and contexts. Beneficiaries include players enjoying tailored experiences, game developers enhancing player retention, and the health and fitness industry benefiting from accessible VR workouts.
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