看困惑吗?-介绍一个VR游戏设计,引起玩家的困惑

M. Lankes, Maurice Sporn, A. Winkelbauer, Barbara Stiglbauer
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引用次数: 0

摘要

本文描述了虚拟现实原型的游戏和关卡设计,它们应该作为刺激材料,引起玩家的困惑。在此过程中,我们将使用刺激创造一个系统来分析玩家的凝视行为,并确定玩家是否以及何时感到困惑或沮丧。因此,游戏和关卡设计师可以利用这些信息在游戏过程中给予玩家适当的帮助和指导。为了实现我们的目标,即创造出能够引起混淆的设计,我们使用了高质量关卡设计指南,并采取了完全相反的做法。我们将PLEY研讨会视为识别和讨论刺激计划设计和水平结构的潜力和风险的论坛。总的来说,这篇论文应该为那些对研究游戏中的凝视行为感兴趣的研究人员提供有关我们设计决策的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Looking Confused? – Introducing a VR Game Design for Arousing Confusion Among Players
This paper describes a virtual reality prototype’s game and level design that should serve as stimulus material to arouse confusion among players. In doing so, we will use the stimulus to create a system that analyzes the players’ gaze behavior and determine whether and when the player is confused or already frustrated. Consequently, this information can then be used by game and level designers to give the player appropriate assistance and guidance during gameplay. To reach our goal of creating a design that arouses confusion, we used guidelines for high-quality level design and did the exact opposite. We see the PLEY Workshop as a forum to identify and discuss the potentials and risks of the stimulus’ design and level structure. In general, the paper should provide insights into our design decisions for researchers interested in investigating gaze behavior in games.
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