Game action design considering gaze range for VR game contents
Project/Area Number |
17K00734
|
Research Category |
Grant-in-Aid for Scientific Research (C)
|
Allocation Type | Multi-year Fund |
Section | 一般 |
Research Field |
Design science
|
Research Institution | Tokyo University of Technology |
Principal Investigator |
MIKAMI Koji 東京工科大学, メディア学部, 教授 (10386782)
|
Project Period (FY) |
2017-04-01 – 2020-03-31
|
Project Status |
Completed (Fiscal Year 2019)
|
Budget Amount *help |
¥4,160,000 (Direct Cost: ¥3,200,000、Indirect Cost: ¥960,000)
Fiscal Year 2019: ¥910,000 (Direct Cost: ¥700,000、Indirect Cost: ¥210,000)
Fiscal Year 2018: ¥1,430,000 (Direct Cost: ¥1,100,000、Indirect Cost: ¥330,000)
Fiscal Year 2017: ¥1,820,000 (Direct Cost: ¥1,400,000、Indirect Cost: ¥420,000)
|
Keywords | VR / ゲームデザイン / キャラクターAI / 視野 / バーチャルリアリティ / コンテンツ |
Outline of Final Research Achievements |
We implemented a method to adjust the AI of enemy characters in and out of the field of view by measuring the player's gaze in a wide field of view game contents such as VR. The target was a first-person shooter game, and we investigated the movements of the enemy characters from the latest FPS games and implemented them in the game. The experimental results showed that when the frequency of attacks from enemies within the field of view was increased, even though the overall amount of attacks from enemies was the same, the perceived difficulty was higher, but the damage taken was lower. We found that this gives the player an experience that does not increase penalty damage unnecessarily while giving the player an experiential sense of the high difficulty of the game.
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Academic Significance and Societal Importance of the Research Achievements |
近年はスマートフォン向けのゲームの隆盛などから,プレイヤーをもてなすことが重視されている.一方でユーザーはより高い難易度にチャレンジすることも望んでいる.本研究による成果は,こうしたプレイヤーに対し,実際の難易度は上げずに,高難易度にチャレンジした体験を与えることができる. プレイヤーに対してネガティブな印象を与えるダメージを増加させることなく,ユーザーにより高い難易度を体験させ,それらをクリアするという体験を与えることができる.これは,ユーザーの体験を高める一手法として有用である.
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Report
(4 results)
Research Products
(7 results)