基于真实环境约束的虚拟现实游戏关卡布局设计

Huimin Liu, Zhiquan Wang, Angshuman Mazumdar, Christos Mousas
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引用次数: 15

摘要

本文提出了一种基于现实环境布局的虚拟现实游戏关卡布局优化设计方法。我们的方法首先要求用户定义真实环境的形状和其中的障碍物(例如家具)。然后,通过将游戏关卡表示为块的集合,并在总成本函数中根据成本(映射、拟合、变化和可访问性)定义游戏关卡布局设计决策,我们的系统将自动合成满足真实环境布局及其约束以及用户定义设计决策的游戏关卡布局。为了评估提出的方法,进行了一项用户研究。结果表明:(1)提高了存在度;(2)提高了参与者对虚拟环境的参与程度;(3)减少了对与真实环境及其约束发生碰撞的恐惧。并对研究的局限性和未来的研究方向进行了讨论。
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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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.

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