Instant Difficulty Adjustment: Predicting Success Rate of VR Kendama when Changing the Difficulty Level

Yusuke Goutsu, T. Inamura
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引用次数: 1

Abstract

This paper presents a task difficulty adjustment method that allows the user to reach desired success rate instantly using VR technology. We propose a methodology based on a Gaussian process dynamical model (GPDM) to model the user’s skill from a small number of past performance observations, and predict future performance at a targeted difficulty level under consideration of model uncertainty. As a task to be performed within a VR environment, we focus on Kendama (a cup-and-ball sports game), in which the cup size is changeable to adjust the difficulty level. In the experiment, we evaluated the personalized skill model with participants who performed the VR Kendama. Our results indicate that the GPDM-based approach accurately reflects the users’ skills, and the predicted success rate when changing the difficulty level is close to the actual success rate even with a small number of trials. This instant difficulty adjustment can therefore help users to receive a pleasant user experience.
即时难度调整:改变难度等级时预测VR剑道的成功率
本文提出了一种利用虚拟现实技术,使用户能够即时达到预期成功率的任务难度调整方法。我们提出了一种基于高斯过程动态模型(GPDM)的方法,从少量的过去性能观察中对用户的技能进行建模,并在考虑模型不确定性的情况下预测目标难度水平下的未来性能。作为一项在VR环境中完成的任务,我们将重点放在了kenama(一个杯子和球的运动游戏)上,在这个游戏中,可以改变杯子的大小来调整难度。在实验中,我们对进行VR剑道练习的参与者进行了个性化技能模型的评估。我们的研究结果表明,基于gpdm的方法准确地反映了用户的技能,即使少量的试验,改变难度等级的预测成功率也接近实际成功率。因此,这种即时难度调整可以帮助用户获得愉快的用户体验。
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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