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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
翻译
许多电脑游戏现在都在设计,以便玩家自己可以调整和定制 游戏的内容,甚至创建新的级别与朋友或游戏的社区分享。系统可用于 启用此自定义和创建(通常称为“关卡构建器”)为用户提供添加工具 游戏世界的内容以及用于调整角色和对象的属性的工具。在电脑游戏中, 属性设置特别重要,因为可能有许多具有不同行为的实体。那里 因此可以是游戏中的大量属性--例如,对于平台式游戏中的主要角色, 属性可能包括奔跑速度、跳跃高度、转弯敏捷性、能量水平以及角色是否 可以做双人跳跃、跳墙或躲避等动作。 然而,设置属性并不容易:玩家可能很难理解名称 被赋予财产;玩家可能对财产的特定价值的含义知之甚少; 玩家必须在属性设置界面和游戏本身之间来回移动才能进行测试 新的价值观。 这些问题的一个潜在解决方案是利用玩家对游戏环境的经验 它本身。在这种方法中,用户可以通过在实际游戏环境中演示来设置游戏属性- 也就是说,通过用体现兴趣属性的游戏角色来“表现”行为。系统将 通过分析设定的行为来推断用户的设置。这种方法利用了玩家与生俱来的感觉 这款游戏在屏幕上运行,作为设置属性的基础。例如,玩过游戏的玩家 游戏清楚地了解角色相对于其他游戏实体的移动速度--因此定制 “速度”属性可以通过让玩家简单地在游戏中移动角色来实现 以他们想要在他们的定制版本的游戏中使用的速度。
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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  • 批准号:
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