Inseok Hwang, Youngki Lee, Taiwoo Park, Junehwa Song
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引用次数: 20
摘要
新兴的普及游戏将融入到现实生活中,并利用其中的新型情境互动。例如,玩家的击打手势、跑步活动和快速心率条件都可以作为游戏输入。尽管情境互动是普及游戏的核心组成部分,但个体游戏开发者很少在游戏玩法中使用丰富的互动。最具挑战性的是,开发人员很难期望在现实生活中输入设备的动态可用性,并且在没有系统级支持的情况下适应这种情况。此外,将其资源使用与其他游戏逻辑或应用程序进行协调也是一项挑战。为了应对这些挑战,我们提出了Player Space Director (PSD),这是一个面向普及游戏的新型移动平台。PSD帮助游戏开发者在游戏中融入不同的情境互动,而无需考虑玩家现实生活中的复杂性,例如输入设备的异质性、动态或资源稀缺性。我们在移动设备、各种传感器和执行器上实现了PSD原型。在PSD的基础上,我们开发了ULifeAvatar、Swan Boat、U-Theater三款探索性应用,并通过这些游戏的广泛部署展示了PSD的有效性。
Emerging pervasive games will be immersed into real-life situations and leverage new types of contextual interactions therein. For instance, a player's punching gesture, running activity, and fast heart rate conditions can be used as the game inputs. Although the contextual interaction is the core building blocks of pervasive games, individual game developers hardly utilize a rich set of interactions within a game play. Most challenging, it is significantly difficult for developers to expect dynamic availability of input devices in real life, and adapt to the situation without system-level support. Also, it is challenging to coordinate its resource use with other gaming logics or applications. To address such challenges, we propose Player Space Director (PSD), a novel mobile platform for pervasive games. PSD facilitates the game developers to incorporate diverse contextual interactions in their game without considering complications in player's real-life situations, e.g., heterogeneity, dynamics or resource scarcity of input devices. We implemented the PSD prototype on mobile devices, diverse set of sensors, and actuators. On top of PSD, we developed three exploratory applications, ULifeAvatar, Swan Boat, U-Theater, and showed the effectiveness of PSD through extensive deployment of those games.