面向个性化消费机器人娱乐的自适应混合现实机器人游戏

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Ajmeera Kiran , J. Refonaa , Muhammad Nabeel , N. Navaprakash , Vuyyuru Lakshma Reddy , R.V.S. Lalitha
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引用次数: 0

摘要

自适应混合现实机器人游戏(AMRRG)框架是将消费机器人整合到公共空间的一种创新方法,可提供个性化和吸引人的娱乐。AMRRG 结合使用了混合现实耳机、机器人运动和互动物体。这些响应式娱乐环境需要一种新的方式来讲述它们的故事。Admixing 游戏机制算法利用世界上最先进的深度感知、计算机视觉以及同步映射和定位(SLAM)技术,有效区分玩家空间、混合现实区域和机器人路径,实现安全互动。强化学习可根据玩家的反应实时调整游戏难度和游戏机制。在可容纳 20 人的 5 m × 5 m 环境中,自适应算法的效率值达到 92%,响应速度达到 98%,比传统视频游戏装置高出 35%。AMRRG 框架为家庭消费机器人平台带来了快乐的游戏体验。未来的研究将探索 AMRRG 在简单适应之外的潜力,并将其应用扩展到治疗和教育领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Adaptive mixed reality robotic games for personalized consumer robot entertainment

The Adaptive Mixed Reality Robot Games (AMRRG) framework represents an innovative approach to integrating consumer robots into public spaces for personalized and engaging entertainment. AMRRG uses a combination of mixed reality headsets, robot movement, and interactive objects. These responsive entertainment environments need a new way to tell their story. Admixing game mechanics algorithm utilizes the world’s most advanced depth perception, computer vision, and simultaneous mapping and localization (SLAM) to enable effective distinguishing between player spaces, mixed reality areas, and robot paths for safe interaction. Reinforcement learning enables real-time adaptation of game difficulty and gameplay mechanics as players react to it. At 35 % higher than traditional video-game installations in a 5 m × 5 m environment accommodating up to 20 people, adaptive algorithms recorded efficiency values of 92 % and responsiveness of 98 %. The AMRRG framework brings home consumer robot platforms to deliver a happy gaming experience. Future research will explore the potential of AMRRG beyond simple adaptation, extending its use to therapy and education.

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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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