利用众包帮助游戏中的任务设计

Sarah Carter, Martin Smith, Suveena Bali, Stelios Sotiriadis, N. Bessis, Richard Hill
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引用次数: 4

摘要

近年来,网格、云、数据混搭和众包等新兴技术的应用越来越广泛。这在很大程度上要归功于互联网技术的持续发展,它使人们越来越习惯于在网上分享信息,并利用互联网与他人进行个人和专业目的的交流。最近智能手机使用量的激增也帮助人们增加了对技术的使用,无论他们身在何处——导致了对移动电话的创新使用,以获取和生成各种目的的数据。在本文中,我们讨论了最近的新兴技术,特别关注众包概念的可能使用。具体来说,我们讨论了质量验证的方法,以协助电脑游戏设计场景案例。在此背景下,我们将呈现一种能够在游戏中实现任务设计的技术架构,并以提示我们未来的工作步骤作为结论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Use of Crowdsourcing to Aid Quest Design in Games
In recent years, the usage of emerging technologies such as Grids, Clouds, data-smashups and crowd sourcing has become more widespread. This owes a lot to the continued growth of the Internet technology which has contributed to people becoming more comfortable about sharing information online, and using the Internet to communicate with others for both personal and professional purposes. The recent surge in smart phone usage has also helped to increase people's use of technology wherever they are - leading to innovative use of mobile phones to source and generate data for a variety of purposes. In this paper, we discuss the recent emerging technologies with a special focus on the possible usage of the crowd sourcing concept. Specifically, we discuss methods of quality verification to assist computer game design scenario case. Within this context, we present a technical architecture to enable quest design in games and conclude with prompting future steps of our work.
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