2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)最新文献

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GoThrough: a Tool for Creating and Visualizing Impossible 3D Worlds Using Portals GoThrough:一个使用门户创建和可视化不可能的3D世界的工具
2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2020-11-01 DOI: 10.1109/SBGames51465.2020.00023
Luca Silva, Lucas Valença, Arlindo Gómes, L. Figueiredo, V. Teichrieb
{"title":"GoThrough: a Tool for Creating and Visualizing Impossible 3D Worlds Using Portals","authors":"Luca Silva, Lucas Valença, Arlindo Gómes, L. Figueiredo, V. Teichrieb","doi":"10.1109/SBGames51465.2020.00023","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00023","url":null,"abstract":"Portals are commonly used in video games (e.g., games like Portal, Antichamber, and the classic Asteroids). In this work we introduce GoThrough, a tool that enables users with little to no previous knowledge to add transformative portals to 3D scenes in the Unity game engine. We map the existing literature in portals, both in terms of academic works and web resources, as well as entertainment usages. Then, we introduce an approach for portals to work robustly both in terms of geometry and rendering, and explore common pitfalls (as well as how to handle them). The tool is shown to work in a variety of example scenarios, and has been evaluated quantitatively for performance, providing real-time performance in a variety of scenarios. User tests have also been conducted in order to analyse GoThrough qualitatively. With a SUS score of 87.5, we concluded that GoThrough is intuitive enough to be used by non-experts, making the process of creating impossible 3D worlds much less cumbersome.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121928133","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Procedural Generation of Favela Layouts on Arbitrary Terrains 任意地形上贫民窟布局的程序生成
2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2020-11-01 DOI: 10.1109/SBGames51465.2020.00027
Natan Luiz Paetzhold Berwaldt, R. Bettker, C. Pozzer
{"title":"Procedural Generation of Favela Layouts on Arbitrary Terrains","authors":"Natan Luiz Paetzhold Berwaldt, R. Bettker, C. Pozzer","doi":"10.1109/SBGames51465.2020.00027","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00027","url":null,"abstract":"The procedural generation of content for virtual worlds is a technique widely explored by the game industry since it allows a reduction in the development costs and time. Procedural city generation is a very common topic, given the growth in the size of scenarios in games and simulations. However, traditional city-generation techniques do not represent some particular variations found in urban spaces, such as informal urban settlements. This paper proposes a method for generating procedural favelas, containing its road system, division of building lots, and alleys. The road system uses the A* algorithm and is based on the heightmap, having the characteristics of favelas on uneven terrains. The method allows zigzag roads to adapt to the steep elevations, a higher number of dead ends, and large blocks, fitting several buildings, and an alley system. The generation of building lots and alley system is based on the quadtree algorithm. Each block is subdivided to fit its building lots. The buildings are positioned on their lot, leaving a free space for the alleys. The alley system connects all the buildings that are inside the city block to the road. Our purpose is to generate the layout of a favela on arbitrary terrain procedurally. The results can be used in games, animations, and different types of simulations involving this scenario, such as traffic analysis, natural disasters, and future urban growth.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125099679","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Culture Model for Non-Player Characters' Behaviors in Role-Playing Games 角色扮演游戏中非玩家角色行为的文化模型
2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2020-11-01 DOI: 10.1109/SBGames51465.2020.00013
Luís Fernando Bicalho, B. Feijó, A. Baffa
{"title":"A Culture Model for Non-Player Characters' Behaviors in Role-Playing Games","authors":"Luís Fernando Bicalho, B. Feijó, A. Baffa","doi":"10.1109/SBGames51465.2020.00013","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00013","url":null,"abstract":"Video game players often seek more profound experiences with non-player characters (also known as NPCs). Believable game characters should then react emotionally, reveal personality traits, and exhibit social behavior. With these challenges in mind, we propose a different strategy for modeling game character behaviors. In our new approach, character behavior modeling is not only based on the emotions and personality traits but also on the culture of the region in which the NPC lives in the game world. We propose a pragmatic model to simulate game characters' cultural behavior closely aligned with well-known emotion and personality models. Our goal is to reproduce cultural behavior based on six different dimensions: time, wealth, dignity, politeness, collectivism, and rationality. We propose the integration of these dimensions with the concepts of trust (or confidence) level, prejudice, personality, and emotion. Also, we tested the proposed model by developing an experimental Role Playing Game.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122919435","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Evaluation of Graphical User Interfaces Guidelines for Virtual Reality Games 虚拟现实游戏的图形用户界面评价指南
2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) Pub Date : 2020-11-01 DOI: 10.1109/SBGames51465.2020.00020
S. Alves, A. Callado, P. Jucá
{"title":"Evaluation of Graphical User Interfaces Guidelines for Virtual Reality Games","authors":"S. Alves, A. Callado, P. Jucá","doi":"10.1109/SBGames51465.2020.00020","DOIUrl":"https://doi.org/10.1109/SBGames51465.2020.00020","url":null,"abstract":"Virtual Reality presents a new form of human-computer interaction for the video game world, introducing new challenges for various aspects of game development. Many of the traditional practices in the design and development of Graphical User Interfaces do not fit the context of Virtual Reality (VR), requiring adaptations or the creation of new solutions. This work proposes to analyze some of the GUI guidelines for VR, and from this, investigate the perception of players about the GUI guidelines. An analysis of some of the manufacturers and game engine guidelines for VR was carried out with the purpose of identifying which recommendations are more common. After that, a survey was applied with players to define, from the perspective of the user, the level of importance of each guideline. In addition to the analysis of the users' perspective, a set of games has been chosen and analyzed to understand the game's compliance with the guidelines. The results of the analysis showed that the games are respecting the guidelines, but users still perceive some issues with the VR games GUIs.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"120 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125255271","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
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