{"title":"Curve-Based Level Generation for a Full-Body VR Rhythm Game","authors":"E. J. Truesdell","doi":"10.1609/aiide.v17i1.18918","DOIUrl":null,"url":null,"abstract":"Due to the large amount of content authoring required to produce levels for rhythm games, procedural content generation provides an attractive alternative for generating levels in large numbers. Frequently, however, level generators for rhythm games rely only on a “difficulty” measure to describe desired level properties. This work presents level generation tool for BEAMS, a full-body virtual reality rhythm game. The BEAMS level generator allows designers to shape curves describing four characteristics of the obstacles needed for a game in which the primary interaction involves the human body in three-dimensional space.","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"48 4 1","pages":"246-248"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v17i1.18918","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Due to the large amount of content authoring required to produce levels for rhythm games, procedural content generation provides an attractive alternative for generating levels in large numbers. Frequently, however, level generators for rhythm games rely only on a “difficulty” measure to describe desired level properties. This work presents level generation tool for BEAMS, a full-body virtual reality rhythm game. The BEAMS level generator allows designers to shape curves describing four characteristics of the obstacles needed for a game in which the primary interaction involves the human body in three-dimensional space.