桌面洞穴为第一人称射击游戏

Fernando Roman, Anderson Maciel, L. Nedel
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引用次数: 1

摘要

游戏无处不在,随着近年来图像技术的飞速发展,创造更好的界面以增强游戏玩家的感官体验成为一个新的挑战。在这种情况下,本研究提出了一个基于桌面的CAVE系统,该系统使用三个具有动态角度的视频监视器。我们的假设是,这样的系统可以改善玩家在3D第一人称射击游戏中的周边视觉。这甚至有利于玩家的表现。在我们的实现中,我们使用增强现实和计算机视觉技术来校准监视器。图形库(ARToolkit和OpenGL)已被用于检测和校准同一3D空间内的监视器,并计算它们之间的角度。开源游戏AssaultCube已经被修改为支持三个显示器和不同的摄像机角度。这款游戏具有娱乐性,并被用作用户测试的用例。测试表明,桌面版CAVE系统的性能得到了提高,因为玩家在使用鼠标进行更少的环顾运动的同时,还能保持比传统的单显示器设置更有利的平均击杀和死亡次数。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Desktop-CAVE for First Person Shooter Games
Games are everywhere and, with the sharp improvement of graphics in the later years, a new challenge is to create better interfaces to amplify the sensorial experience of game players. In this context, the present work proposes a desktop based CAVE system using three video monitors with dynamic angles between them. Our hypothesis is that such a system provide an improvement in the players' peripheral vision for 3D first person shooter games. This would even benefit the player performance. In our implementation we used augmented reality and computer vision techniques to calibrate the monitors. Graphics libraries (ARToolkit e OpenGL) have been used to detect and calibrate monitors within the same 3D space and calculate the angles between them. The open source game AssaultCube has been modified to support three monitors and different camera angles. The game have shown to be entertaining and has been used as a use case for user tests. Tests have shown that the desktop CAVE system allows for performance improvement as the players make significatively less look- around movements with the mouse while keeping the average number of kills and deaths favorable in relation to a conventional one monitor setup.
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