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

Gyeore Yun, Hyoseung Lee, Sangyoon Han, Seungmoon Choi
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引用次数: 10

Abstract

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.
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用自动生成的运动效果改善第一人称射击游戏的观看体验
最近,数以百万计的人喜欢在电子竞技体育场或家中观看电子游戏。我们寻求一种方法,通过呈现多感官刺激来改善游戏观众或观众的体验。使用运动椅,我们为观看第一人称射击(FPS)游戏的观众提供从视听流自动生成的运动效果。动作效果表现了游戏角色的移动和射击动作。我们描述了使用计算机视觉技术和深度学习开发的这种运动效果的计算算法。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著改善了FPS游戏的观看体验。本文的贡献在于将运动合成算法集成到FPS游戏中,并为体验多感官游戏玩法的好处提供了经验证据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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