{"title":"基于真实环境约束的虚拟现实游戏关卡布局设计","authors":"Huimin Liu, Zhiquan Wang, Angshuman Mazumdar, Christos Mousas","doi":"10.1016/j.gvc.2021.200020","DOIUrl":null,"url":null,"abstract":"<div><p>This paper presents an optimization-based approach for designing virtual reality game level layouts, based on the layout of a real environment. Our method starts by asking the user to define the shape of the real environment and the obstacles (e.g., furniture) located in it. Then, by representing a game level as an assembly of chunks and defining the game level layout design decisions in cost terms (mapping, fitting, variations, and accessibility) in a total cost function, our system automatically synthesizes a game level layout that fulfills the real environment layout and its constraints as well as the user-defined design decisions. To evaluate the proposed method, a user study was conducted. The results indicated that the proposed method: (1) enhanced the levels of presence; (2) enhanced the levels of involvement of participants in the virtual environment; and (3) reduced the fear of collision with the real environment and its constraints. Limitations and future research directions are also discussed.</p></div>","PeriodicalId":100592,"journal":{"name":"Graphics and Visual Computing","volume":"4 ","pages":"Article 200020"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1016/j.gvc.2021.200020","citationCount":"15","resultStr":"{\"title\":\"Virtual reality game level layout design for real environment constraints\",\"authors\":\"Huimin Liu, Zhiquan Wang, Angshuman Mazumdar, Christos Mousas\",\"doi\":\"10.1016/j.gvc.2021.200020\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>This paper presents an optimization-based approach for designing virtual reality game level layouts, based on the layout of a real environment. Our method starts by asking the user to define the shape of the real environment and the obstacles (e.g., furniture) located in it. Then, by representing a game level as an assembly of chunks and defining the game level layout design decisions in cost terms (mapping, fitting, variations, and accessibility) in a total cost function, our system automatically synthesizes a game level layout that fulfills the real environment layout and its constraints as well as the user-defined design decisions. To evaluate the proposed method, a user study was conducted. The results indicated that the proposed method: (1) enhanced the levels of presence; (2) enhanced the levels of involvement of participants in the virtual environment; and (3) reduced the fear of collision with the real environment and its constraints. Limitations and future research directions are also discussed.</p></div>\",\"PeriodicalId\":100592,\"journal\":{\"name\":\"Graphics and Visual Computing\",\"volume\":\"4 \",\"pages\":\"Article 200020\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1016/j.gvc.2021.200020\",\"citationCount\":\"15\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Graphics and Visual Computing\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S2666629421000036\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Graphics and Visual Computing","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2666629421000036","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Virtual reality game level layout design for real environment constraints
This paper presents an optimization-based approach for designing virtual reality game level layouts, based on the layout of a real environment. Our method starts by asking the user to define the shape of the real environment and the obstacles (e.g., furniture) located in it. Then, by representing a game level as an assembly of chunks and defining the game level layout design decisions in cost terms (mapping, fitting, variations, and accessibility) in a total cost function, our system automatically synthesizes a game level layout that fulfills the real environment layout and its constraints as well as the user-defined design decisions. To evaluate the proposed method, a user study was conducted. The results indicated that the proposed method: (1) enhanced the levels of presence; (2) enhanced the levels of involvement of participants in the virtual environment; and (3) reduced the fear of collision with the real environment and its constraints. Limitations and future research directions are also discussed.