Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-26 DOI:10.1016/j.entcom.2024.100845
Wang Lin
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Abstract

Traditional design methods usually present design ideas through plans and models, but this method can not truly simulate the design effect. Therefore, this research aims to use computer game simulation and virtual robotics technology to provide a more interactive and realistic design experience. The study creates a virtual street environment with elements such as streets, buildings and vegetation through computer game simulation. Participants can move and interact in this environment through virtual robots, experience the process of street landscape design, adjust the street layout, add landscape elements, and observe the design effect in real time according to their own design intentions. Compared with traditional design methods, the experimental results show that the design experience using computer game simulation and virtual robot technology is more vivid, creative and interactive. Participants can better perceive the design effect and adjust the design scheme in real time. This interactive entertainment design experience method can help designers and participants better understand and evaluate the design scheme, and improve the design effect and participation.

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基于机器学习和娱乐设计机器人的街道景观设计模拟:互动娱乐设计体验
传统的设计方法通常通过平面图和模型来展示设计理念,但这种方法无法真实模拟设计效果。因此,本研究旨在利用计算机游戏仿真和虚拟机器人技术,提供更具互动性和真实性的设计体验。本研究通过计算机游戏模拟,创建了一个包含街道、建筑和植被等元素的虚拟街道环境。参与者可以通过虚拟机器人在该环境中移动和互动,体验街道景观设计的过程,根据自己的设计意图调整街道布局、添加景观元素,并实时观察设计效果。实验结果表明,与传统设计方法相比,利用电脑游戏模拟和虚拟机器人技术进行的设计体验更加生动、更具创造性和互动性。参与者能更好地感知设计效果,并实时调整设计方案。这种互动娱乐设计体验方法可以帮助设计者和参与者更好地理解和评价设计方案,提高设计效果和参与度。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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