It is a challenging task to find a feasible path from the start to the end for heterogeneous group and avoid collision between dynamic agents and static obstacles. The existing methods are usually applicable to static simple scenes or the type of scenes including a single kind of agents, and it is difficult to meet the high dynamic heterogeneous group movements. To address the above issues, we propose a hybrid driven heterogeneous group path planning method based on data and mechanism model. Data and mechanism model are combined to drive movements of heterogeneous groups. The experimental results show that our method can describe movements of heterogeneous groups more realistically and solve the collision avoidance of heterogeneous groups well. We quantitatively evaluate our method using metrics such as the number of inflection points and the average turning angle. Average turning angle has decreased by 59.50% on average over prior methods. Number of inflection points has decreased by 69.19% on average over prior methods.
{"title":"Heterogeneous group path planning algorithm based on data and mechanism model","authors":"Chaochao Li, Qiong Wu","doi":"10.1002/cav.2220","DOIUrl":"10.1002/cav.2220","url":null,"abstract":"<p>It is a challenging task to find a feasible path from the start to the end for heterogeneous group and avoid collision between dynamic agents and static obstacles. The existing methods are usually applicable to static simple scenes or the type of scenes including a single kind of agents, and it is difficult to meet the high dynamic heterogeneous group movements. To address the above issues, we propose a hybrid driven heterogeneous group path planning method based on data and mechanism model. Data and mechanism model are combined to drive movements of heterogeneous groups. The experimental results show that our method can describe movements of heterogeneous groups more realistically and solve the collision avoidance of heterogeneous groups well. We quantitatively evaluate our method using metrics such as the number of inflection points and the average turning angle. Average turning angle has decreased by 59.50% on average over prior methods. Number of inflection points has decreased by 69.19% on average over prior methods.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136307165","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Xunxiang Li, Yufang Huang, Ziyan Jiang, Yi Liu, Yiru Hou
Explore the digital rendering mode with texturing brush and ink effect, analyze and simulate the brush and ink characteristics of traditional Chinese ink painting, especially the art of landscape painting, and try to integrate the texture of wrinkle method synthesis map and modeling technology based on particle deposition and stacking (overlapping) to render, thus realizing the computer simulation of small freehand brushwork and large freehand brushwork (splash ink) ink effects in traditional landscape painting. This research inherits and develops the esthetic theory and thought of traditional ink painting art, and makes some beneficial exploration in the field of digital freehand ink painting, which has positive reference value and promotion significance for the development of Chinese ink painting.
{"title":"Rendering and presentation of 3D digital ink landscape painting","authors":"Xunxiang Li, Yufang Huang, Ziyan Jiang, Yi Liu, Yiru Hou","doi":"10.1002/cav.2215","DOIUrl":"10.1002/cav.2215","url":null,"abstract":"<p>Explore the digital rendering mode with <b>texturing</b> brush and ink effect, analyze and simulate the brush and ink characteristics of traditional Chinese ink painting, especially the art of landscape painting, and try to integrate the texture of wrinkle method synthesis map and modeling technology based on particle deposition and stacking (overlapping) to render, thus realizing the computer simulation of small freehand brushwork and large freehand brushwork (splash ink) ink effects in traditional landscape painting. This research inherits and develops the esthetic theory and thought of traditional ink painting art, and makes some beneficial exploration in the field of digital freehand ink painting, which has positive reference value and promotion significance for the development of Chinese ink painting.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135015015","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Due to the limited hardware available in virtual reality, such as VR controllers or simple motion capture devices, users will need more tactile feedback, like the weight of virtual objects. Pseudo-tactile feedback, such as the control display (C/D) ratio manipulation method, is considered a standard method to simulate weight perception. In past studies, this method was basically used in a static environment, and the C/D ratio was usually determined initially. Can this method still work if the C/D ratio changes in dynamic usage scenarios? In a series of experiments, we tried to answer this question. We proved that the dynamic change of C/D ratio could simulate the weight change and improve the sense of embodiment through another hand redirection method.
{"title":"Can manipulating control-display ratio dynamically really work in changing pseudo-haptic weight?","authors":"Yonghua Chen, Xubo Yang","doi":"10.1002/cav.2205","DOIUrl":"10.1002/cav.2205","url":null,"abstract":"<p>Due to the limited hardware available in virtual reality, such as VR controllers or simple motion capture devices, users will need more tactile feedback, like the weight of virtual objects. Pseudo-tactile feedback, such as the control display (C/D) ratio manipulation method, is considered a standard method to simulate weight perception. In past studies, this method was basically used in a static environment, and the C/D ratio was usually determined initially. Can this method still work if the C/D ratio changes in dynamic usage scenarios? In a series of experiments, we tried to answer this question. We proved that the dynamic change of C/D ratio could simulate the weight change and improve the sense of embodiment through another hand redirection method.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135015756","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Online education has become more popular and effective due to the availability of high-speed internet and technological innovations, which allow people from different locations to access educational resources and opportunities. However, online classes often face challenges such as limited interactivity and display options, which can affect the quality and effectiveness of the online learning experience. In this article, we propose GestureTeach, a new pedagogical paradigm that enables free handwriting interaction and animation generation for online teaching. GestureTeach uses gestures as a natural and intuitive way of interaction, which enhances the teacher's intention expression and the student's engagement. GestureTeach also generates animations from handwritten sketches, which improves the display effects of the interaction and the student's knowledge comprehension. We conducted a two-stage study with 15 teachers and 90 students to evaluate the effectiveness of GestureTeach in facilitating classroom interaction. The results show that GestureTeach is preferred by both teachers and students over traditional online teaching methods and has the potential to transform the online teaching landscape by providing a seamless and interactive experience.
{"title":"GestureTeach: A gesture guided online teaching interactive model","authors":"Hongjun Liu, Chao Yao, Yalan Zhang, Xiaojuan Ban","doi":"10.1002/cav.2218","DOIUrl":"10.1002/cav.2218","url":null,"abstract":"<p>Online education has become more popular and effective due to the availability of high-speed internet and technological innovations, which allow people from different locations to access educational resources and opportunities. However, online classes often face challenges such as limited interactivity and display options, which can affect the quality and effectiveness of the online learning experience. In this article, we propose GestureTeach, a new pedagogical paradigm that enables free handwriting interaction and animation generation for online teaching. GestureTeach uses gestures as a natural and intuitive way of interaction, which enhances the teacher's intention expression and the student's engagement. GestureTeach also generates animations from handwritten sketches, which improves the display effects of the interaction and the student's knowledge comprehension. We conducted a two-stage study with 15 teachers and 90 students to evaluate the effectiveness of GestureTeach in facilitating classroom interaction. The results show that GestureTeach is preferred by both teachers and students over traditional online teaching methods and has the potential to transform the online teaching landscape by providing a seamless and interactive experience.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063534","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-18DOI: 10.3390/virtualworlds2030017
Amna Salman
Teaching through field trips has been very effective in the architecture, engineering and construction (AEC) disciplines as it allows students to bridge the gap between theory and practice. However, it is not always feasible to take a large class on field trips due to time, safety, and cost limitations. To adequately prepare future professionals in the AEC industry, it is imperative that institutions adopt innovative methods of providing the field trip experience. One such approach is using virtual reality (VR) technology. Creating 3D VR construction environments and immersing students in that virtual world could provide an engaging and meaningful experience. Although researchers in AEC schools have developed and deployed many virtual field trips (VFTs) in education, little is known about their potential to provide the same knowledge base. For that reason, a VR app was created to teach students about the design and construction of steel structures, called the Steel Sculpture App (SSA). The SSA served as a VFT, and the location of the steel frame structure served as the actual field trip (AFT). The research was conducted in structure-related courses in the spring, summer, and fall of 2021 and the spring and fall of 2022 semesters. Each semester, students were split into groups, one being the control group and the other being the experimental group. The control groups learned through AFTs, whereas the experimental groups learned through VFTs. A knowledge test was administered at the end of each treatment to collect quantitative data on the students’ performance, understanding, and knowledge retention. The results indicated that the students learning from VFTs scored higher than those learning from AFTs. The paper discusses student assessment results and student feedback about replacing AFTs with VFTs in times of need.
{"title":"Field Trips and Their Effect on Student Learning: A Comparison of Knowledge Assessment for Physical versus Virtual Field Trips in a Construction Management Course","authors":"Amna Salman","doi":"10.3390/virtualworlds2030017","DOIUrl":"https://doi.org/10.3390/virtualworlds2030017","url":null,"abstract":"Teaching through field trips has been very effective in the architecture, engineering and construction (AEC) disciplines as it allows students to bridge the gap between theory and practice. However, it is not always feasible to take a large class on field trips due to time, safety, and cost limitations. To adequately prepare future professionals in the AEC industry, it is imperative that institutions adopt innovative methods of providing the field trip experience. One such approach is using virtual reality (VR) technology. Creating 3D VR construction environments and immersing students in that virtual world could provide an engaging and meaningful experience. Although researchers in AEC schools have developed and deployed many virtual field trips (VFTs) in education, little is known about their potential to provide the same knowledge base. For that reason, a VR app was created to teach students about the design and construction of steel structures, called the Steel Sculpture App (SSA). The SSA served as a VFT, and the location of the steel frame structure served as the actual field trip (AFT). The research was conducted in structure-related courses in the spring, summer, and fall of 2021 and the spring and fall of 2022 semesters. Each semester, students were split into groups, one being the control group and the other being the experimental group. The control groups learned through AFTs, whereas the experimental groups learned through VFTs. A knowledge test was administered at the end of each treatment to collect quantitative data on the students’ performance, understanding, and knowledge retention. The results indicated that the students learning from VFTs scored higher than those learning from AFTs. The paper discusses student assessment results and student feedback about replacing AFTs with VFTs in times of need.","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135203257","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hao Li, Ju Dai, Rui Zeng, Junxuan Bai, Zhangmeng Chen, Junjun Pan
Keyframe-based motion synthesis holds significant effects in games and movies. Existing methods for complex motion synthesis often require secondary post-processing to eliminate foot sliding to yield satisfied motions. In this paper, we analyze the cause of the sliding issue attributed to the mismatch between root trajectory and motion postures. To address the problem, we propose a novel end-to-end Spatial-Temporal transformer network conditioned on foot contact information for high-quality keyframe-based motion synthesis. Specifically, our model mainly compromises a spatial-temporal transformer encoder and two decoders to learn motion sequence features and predict motion postures and foot contact states. A novel constrained embedding, which consists of keyframes and foot contact constraints, is incorporated into the model to facilitate network learning from diversified control knowledge. To generate matched root trajectory with motion postures, we design a differentiable root trajectory reconstruction algorithm to construct root trajectory based on the decoder outputs. Qualitative and quantitative experiments on the public LaFAN1, Dance, and Martial Arts datasets demonstrate the superiority of our method in generating high-quality complex motions compared with state-of-the-arts.
{"title":"Foot-constrained spatial-temporal transformer for keyframe-based complex motion synthesis","authors":"Hao Li, Ju Dai, Rui Zeng, Junxuan Bai, Zhangmeng Chen, Junjun Pan","doi":"10.1002/cav.2217","DOIUrl":"10.1002/cav.2217","url":null,"abstract":"<p>Keyframe-based motion synthesis holds significant effects in games and movies. Existing methods for complex motion synthesis often require secondary post-processing to eliminate foot sliding to yield satisfied motions. In this paper, we analyze the cause of the sliding issue attributed to the mismatch between root trajectory and motion postures. To address the problem, we propose a novel end-to-end Spatial-Temporal transformer network conditioned on foot contact information for high-quality keyframe-based motion synthesis. Specifically, our model mainly compromises a spatial-temporal transformer encoder and two decoders to learn motion sequence features and predict motion postures and foot contact states. A novel constrained embedding, which consists of keyframes and foot contact constraints, is incorporated into the model to facilitate network learning from diversified control knowledge. To generate matched root trajectory with motion postures, we design a differentiable root trajectory reconstruction algorithm to construct root trajectory based on the decoder outputs. Qualitative and quantitative experiments on the public LaFAN1, Dance, and Martial Arts datasets demonstrate the superiority of our method in generating high-quality complex motions compared with state-of-the-arts.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135438298","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Attention-deficit hyperactivity disorder (ADHD) causes impulsive or hyperactive behaviors and emotional outbursts or trouble focusing. Simple psychotherapy has difficulty achieving desired therapeutic effects, and ADHD diagnoses in adults and children are increasing. However, e-health games may mitigate the limitations of traditional methods by providing an ecologically relevant experience. In this paper, inspired by psycholinguistics, multimodal interaction, and he Pupil-CR method, we have developed a narrative game therapy with eye-tracking to enhance dyslexia and attention deficit manifestations. Using the situated discourses in the game's interactive narration, ADHD patients can concentrate and reduce anxiety and impulsivity. To evaluate the efficacy in improving attention a controlled trial (N = 48) randomly assigned volunteers in 1:1:1 to an eye-tracking jigsaw game or two control groups. The principal measure was the average difference in attention comparison score (ACS) of the test of variables of attention (TOVA) preintervention and post-intervention periods. Based on significant differences observed between the groups, we concluded the eye-tracking jigsaw game could serve as a viable ADHD intervention for children.
{"title":"A novel jigsaw game with eye-tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic","authors":"Wu Xinru","doi":"10.1002/cav.2214","DOIUrl":"10.1002/cav.2214","url":null,"abstract":"<p>Attention-deficit hyperactivity disorder (ADHD) causes impulsive or hyperactive behaviors and emotional outbursts or trouble focusing. Simple psychotherapy has difficulty achieving desired therapeutic effects, and ADHD diagnoses in adults and children are increasing. However, e-health games may mitigate the limitations of traditional methods by providing an ecologically relevant experience. In this paper, inspired by psycholinguistics, multimodal interaction, and he Pupil-CR method, we have developed a narrative game therapy with eye-tracking to enhance dyslexia and attention deficit manifestations. Using the situated discourses in the game's interactive narration, ADHD patients can concentrate and reduce anxiety and impulsivity. To evaluate the efficacy in improving attention a controlled trial (<i>N</i> = 48) randomly assigned volunteers in 1:1:1 to an eye-tracking jigsaw game or two control groups. The principal measure was the average difference in attention comparison score (ACS) of the test of variables of attention (TOVA) preintervention and post-intervention periods. Based on significant differences observed between the groups, we concluded the eye-tracking jigsaw game could serve as a viable ADHD intervention for children.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135938324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-09-08DOI: 10.3390/virtualworlds2030016
Linda Peschke, Anna Kiani, Ute Massler, Wolfgang Müller
Appropriate techniques for promoting reading fluency are difficult to implement in the classroom. There is little time to provide students with individualized feedback on reading aloud or to motivate them to do so. In this context, Virtual Reality (VR) can be beneficial for learning because it allows for individualized feedback and for increasing learner engagement. Studies that analyze established methods of language learning in VR at school are thus far lacking. Therefore, this pilot study is one of the first to analyze student acceptance of reading fluency training in desktop VR at a secondary school. The interview guide was developed in accordance with the Technology Acceptance Model. The desktop VR environment is web-based and provides individual and collaborative opportunities for training reading fluency, giving, and receiving feedback, and deepening content understanding of reading texts. To analyze the acceptance of the desktop VR environment, five guided interviews were conducted. The results reveal that despite various technical challenges within the VR environment, students not only accepted but also appreciated the reading fluency training in VR. The integration of established concepts of reading fluency training in foreign language classrooms has great potential as an additional value in addressing the challenges of face-to-face instruction.
{"title":"Readers Theater in Desktop VR: A Pilot Study with Grade Nine Students","authors":"Linda Peschke, Anna Kiani, Ute Massler, Wolfgang Müller","doi":"10.3390/virtualworlds2030016","DOIUrl":"https://doi.org/10.3390/virtualworlds2030016","url":null,"abstract":"Appropriate techniques for promoting reading fluency are difficult to implement in the classroom. There is little time to provide students with individualized feedback on reading aloud or to motivate them to do so. In this context, Virtual Reality (VR) can be beneficial for learning because it allows for individualized feedback and for increasing learner engagement. Studies that analyze established methods of language learning in VR at school are thus far lacking. Therefore, this pilot study is one of the first to analyze student acceptance of reading fluency training in desktop VR at a secondary school. The interview guide was developed in accordance with the Technology Acceptance Model. The desktop VR environment is web-based and provides individual and collaborative opportunities for training reading fluency, giving, and receiving feedback, and deepening content understanding of reading texts. To analyze the acceptance of the desktop VR environment, five guided interviews were conducted. The results reveal that despite various technical challenges within the VR environment, students not only accepted but also appreciated the reading fluency training in VR. The integration of established concepts of reading fluency training in foreign language classrooms has great potential as an additional value in addressing the challenges of face-to-face instruction.","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"23 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79182215","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study explores a game model that uses scaffolding to learn about cultural heritage based on adventure games. A case study using traditional Chinese murals tested the effectiveness of serious games in improving learning performance and knowledge acquisition. This study observed and evaluated the learning outcomes of 64 students by using serious game learning compared to traditional video learning in an experimental setting. Changes in knowledge acquisition, intrinsic motivation, cognitive load (extrinsic load vs. germane load), and engagement were collected through a series of tests and scales. Experimental results show that digital adventure games have better learning performance and knowledge retention effects, higher intrinsic motivation, germane load, and engagement than traditional video learning. The reasons affecting academic performance were analyzed from the data, and it was found that intrinsic motivation and germane cognitive load positively affected game performance, and external cognitive load hurt game performance. This study provides experience on the design of serious games in cultural heritage learning.
{"title":"Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning","authors":"Qiang Li, Peng Wang, Zexue Liu, Haoyan Zhang, Yujie Song, Yuxin Zhang","doi":"10.1002/cav.2213","DOIUrl":"10.1002/cav.2213","url":null,"abstract":"<p>This study explores a game model that uses scaffolding to learn about cultural heritage based on adventure games. A case study using traditional Chinese murals tested the effectiveness of serious games in improving learning performance and knowledge acquisition. This study observed and evaluated the learning outcomes of 64 students by using serious game learning compared to traditional video learning in an experimental setting. Changes in knowledge acquisition, intrinsic motivation, cognitive load (extrinsic load vs. germane load), and engagement were collected through a series of tests and scales. Experimental results show that digital adventure games have better learning performance and knowledge retention effects, higher intrinsic motivation, germane load, and engagement than traditional video learning. The reasons affecting academic performance were analyzed from the data, and it was found that intrinsic motivation and germane cognitive load positively affected game performance, and external cognitive load hurt game performance. This study provides experience on the design of serious games in cultural heritage learning.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46214680","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
With the growing prevalence of virtual reality technology across industries like cinema, video animation, and gaming, game developers must cater to a wider range of players. Game engines serve as middleware, reducing the time spent on coding and improving productivity for creating video games. While mainstream game engines offer a plethora of customization options, certain developers may find themselves limited when it comes to controlling specific aspects of the game. Due to the lack of built-in functionality in current game engines like Unity and Unreal, the author developed TRPGFramework, a lightweight framework based on Unity3D, to address some of these problems. The game framework consists of two main parts: ZGamework (overall framework) and BGamework (game-specific framework). To enhance performance, scalability, and code reusability in the game development process, the entity-component-system structure is implemented. This approach increases maintainability and makes the code clearer, easier to expand, and debuggable. By creating a simple 2D RPG game for performance testing, we confirmed that the framework significantly improves code reusability and modularity, resulting in faster development time and increased efficiency for interactive applications and games. This framework is particularly useful for creating real-time combat role-playing games, which are some of the most complex games available today. Using entity-component-system principles, we developed a buff system and unit controller optimized to allow hundreds of intelligent units to fight on the same screen or thousands of non-intelligent units to fight simultaneously.
{"title":"An auxiliary development framework for lightweight RPG games based on Unity3D","authors":"Bo Zhang, Huiping Shi, Xinyu Wang","doi":"10.1002/cav.2206","DOIUrl":"10.1002/cav.2206","url":null,"abstract":"<p>With the growing prevalence of virtual reality technology across industries like cinema, video animation, and gaming, game developers must cater to a wider range of players. Game engines serve as middleware, reducing the time spent on coding and improving productivity for creating video games. While mainstream game engines offer a plethora of customization options, certain developers may find themselves limited when it comes to controlling specific aspects of the game. Due to the lack of built-in functionality in current game engines like Unity and Unreal, the author developed TRPGFramework, a lightweight framework based on Unity3D, to address some of these problems. The game framework consists of two main parts: ZGamework (overall framework) and BGamework (game-specific framework). To enhance performance, scalability, and code reusability in the game development process, the entity-component-system structure is implemented. This approach increases maintainability and makes the code clearer, easier to expand, and debuggable. By creating a simple 2D RPG game for performance testing, we confirmed that the framework significantly improves code reusability and modularity, resulting in faster development time and increased efficiency for interactive applications and games. This framework is particularly useful for creating real-time combat role-playing games, which are some of the most complex games available today. Using entity-component-system principles, we developed a buff system and unit controller optimized to allow hundreds of intelligent units to fight on the same screen or thousands of non-intelligent units to fight simultaneously.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.2206","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48055085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}