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Game action design considering gaze range for VR game contents

Research Project

Project/Area Number 17K00734
Research Category

Grant-in-Aid for Scientific Research (C)

Allocation TypeMulti-year Fund
Section一般
Research Field Design science
Research InstitutionTokyo 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)
KeywordsVR / 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.

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.

Report

(4 results)
  • 2019 Annual Research Report   Final Research Report ( PDF )
  • 2018 Research-status Report
  • 2017 Research-status Report
  • Research Products

    (7 results)

All 2019 2018 Other

All Presentation (6 results) (of which Int'l Joint Research: 1 results) Remarks (1 results)

  • [Presentation] VR型FPS ゲームにおける視線と視野角に応じた 敵 AI の動的調整に関する研究2019

    • Author(s)
      菅沼辰也 兼松祥央 三上浩司
    • Organizer
      情報処理学会デジタルコンテンツクリエーション研究会
    • Related Report
      2019 Annual Research Report
  • [Presentation] VRゲームにおける視野角に応じた敵AIの動的調整に関する研究2018

    • Author(s)
      菅沼辰也,兼松祥央,伊藤彰教,三上浩司
    • Organizer
      情報処理学会 エンタテインメントコンピューティング2018
    • Related Report
      2018 Research-status Report
  • [Presentation] Control of Enemies’ Behaviors According to the Player’s Field of View in VR Games2018

    • Author(s)
      Koji Mikami, Tatsuya Suganuma
    • Organizer
      NICOGRAPH International 2018
    • Related Report
      2017 Research-status Report
  • [Presentation] Current Situations in the Japanese Game Research and Game Development Pedagogical Practices2018

    • Author(s)
      Kazufumi FUKUDA, Keiji AMANO, Geoffrey ROCKWELL, Masahito FUJIHARA,Masakazu FURUICHI, Forth Author, Koji MIKAMI
    • Organizer
      Digra 2018
    • Related Report
      2017 Research-status Report
    • Int'l Joint Research
  • [Presentation] UIカスタマイズ機能を利用した VRゲームにおけるユーザが好むUIの傾向調査2018

    • Author(s)
      宮澤舞,三上浩司
    • Organizer
      日本デジタルゲーム学会年次大会
    • Related Report
      2017 Research-status Report
  • [Presentation] 銃の威力と攻撃頻度による難易度認識の差異に関する研究2018

    • Author(s)
      長井 智弘 三上 浩司
    • Organizer
      日本デジタルゲーム学会年次大会
    • Related Report
      2017 Research-status Report
  • [Remarks] mkmlab Koji Mikami Reseach Lab.

    • URL

      http://mkmlab.net/

    • Related Report
      2019 Annual Research Report 2018 Research-status Report

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Published: 2017-04-28   Modified: 2021-02-19  

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