Integrating GPT as an Assistant for Low-Cost Virtual Reality Escape-Room Games.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
IEEE Computer Graphics and Applications Pub Date : 2024-07-01 Epub Date: 2024-08-20 DOI:10.1109/MCG.2024.3426314
Alan Rychert, Maria Lujan Ganuza, Matias Nicolas Selzer
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引用次数: 0

Abstract

This work explores the integration of generative pretrained transformer (GPT), an AI language model developed by OpenAI, as an assistant in low-cost virtual escape games. The study focuses on the synergy between virtual reality (VR) and GPT, aiming to evaluate its performance in helping solve logical challenges within a specific context in the virtual environment while acting as a personalized assistant through voice interaction. The findings from user evaluations revealed both positive perceptions and limitations of GPT in addressing highly complex challenges, indicating its potential as a valuable tool for providing assistance and guidance in problem-solving situations. The study also identified areas for future improvement, including adjusting the difficulty of puzzles and enhancing GPT's contextual understanding. Overall, the research sheds light on the opportunities and challenges of integrating AI language models such as GPT in virtual gaming environments, offering insights for further advancements in this field.

整合 GPT 作为低成本虚拟现实逃生游戏助手的多感官扩展现实特刊》。
本作品探讨了如何将由 OpenAI 开发的人工智能语言模型 GPT 整合到低成本虚拟逃生游戏中作为助手。研究的重点是虚拟现实(VR)与 GPT 之间的协同作用,旨在评估 GPT 在虚拟环境的特定情境中帮助解决逻辑挑战的性能,同时通过语音交互充当个性化助手。用户评估结果表明,GPT 在应对高度复杂的挑战方面既有积极的看法,也有局限性,这表明它有潜力成为在解决问题的情况下提供帮助和指导的宝贵工具。研究还确定了未来需要改进的领域,包括调整谜题难度和增强 GPT 的语境理解能力。总之,这项研究揭示了在虚拟游戏环境中集成 GPT 等人工智能语言模型的机遇和挑战,为该领域的进一步发展提供了启示。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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