虚拟网络马拉松的框架与实现

Mingmin Zhang, Mingliang Xu, Yong Liu, Gaoqi He, Lizhen Han, Pei Lv, Yongqing Li
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引用次数: 10

摘要

在本文中,我们提出了一个叫做VNM(虚拟网络马拉松)的游戏。VNM使用设计的跑步机,在本地网络或互联网上进行沉浸式虚拟跑步,这些跑步机嵌入了收集身体性能数据的各种传感器,并与计算机或机顶盒(STB)连接,以同步控制虚拟游戏环境中玩家的化身。VNM采用新颖的ISCAL模型(Immersion, scientificness, Competitiveness, Adaptability and Learning)模型进行运动游戏设计,运动时间和强度严格符合ACSM (American College of Sports Medicine)的体育运动指南,并采用新颖的基于演示的非玩家建模技术模拟马拉松比赛人群。此外,运动员还可以在跑步过程中或跑步后以巡回的方式学习中国文化和奥林匹克知识。VNM的用户研究表明,所提出的ISCAL模型可以成功地应用于游戏设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The framework and implementation of Virtual Network Marathon
In this paper, we present an exergame called VNM (Virtual Network Marathon). The VNM employs devised treadmills for immersive virtual running in local network or on Internet, which are embedded with various sensors for collecting the body performance data and connected with computers or Set-Top Box (STB) to synchronously control the player's avatar in the virtual game environment. VNM is implemented on a novel ISCAL model (Immersion, Scientificalness, Competitiveness, Adaptability and Learning) model for exergames design, The exercise time and intensity strictly conform to the physical exercise guidelines of the ACSM (American College of Sports Medicine), and a novel demonstration-based non-player modeling technique is employed to simulate the marathon race crowd. The VNM also allows players to learn the Chinese culture and the Olympic knowledge in the tour mode during or after the running exercise. The user study of VNM indicates that the proposed ISCAL model can be successfully applied in the exergame design.
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