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Understanding game actions: The development of a post-processing method for audio-visual scene analysis

机译:了解游戏动作:开发用于视听场景分析的后处理方法

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This paper introduces a video processing method designed specifically to give researchers access to players' behaviors within any commercially available off-the-shelf PC game. Insights into players' experiences with videogame violence are achieved from automatically processing significant elements of the audio-visual communication/feedback (i.e. moving image and sound) over long periods of uninhibited game play. The method exploits a wealth of significant and (behaviorally) influential information that is conveyed to the player as they progress through a game. Such information can relate to virtual progress (e.g. maps, mission logs), player reserves (e.g. acquisitions) or vitality (e.g. health or stamina levels), to name but a few. By analyzing what is transmitted to the player during play, feedback-based game metrics are produced that utilize the same content that the player perceives and processes during their gameplay, thus, tying the method directly to individual `player experiences.' This method was developed for a project that addressed the persistent concerns over the impact of game violence and its translation into societal violence. The method provided the project with an alternative approach to understanding the use and function of violence within game systems, taking research in a new direction from the approach and research-designs employed by experimental psychological over the last few decades.
机译:本文介绍了一种视频处理方法,该方法专门设计用于使研究人员可以在任何市售的现成PC游戏中访问玩家的行为。通过在长时间不羁的游戏过程中自动处理视听通信/反馈的重要元素(即运动图像和声音),可以洞悉玩家的视频游戏暴力体验。该方法利用了大量重要的(行为上)有影响力的信息,这些信息在游戏进行过程中传达给玩家。这些信息可以涉及虚拟进度(例如地图,任务日志),玩家储备(例如获取)或活力(例如健康或耐力水平),仅举几例。通过分析游戏过程中传输给玩家的内容,可以产生基于反馈的游戏指标,这些指标利用玩家在游戏过程中感知和处理的相同内容,从而将方法直接与个人“玩家体验”联系起来。此方法是为一个项目开发的,该项目解决了对游戏暴力的影响及其转化为社会暴力的持续关注。该方法为项目提供了另一种方法来理解游戏系统中暴力的使用和功能,从过去几十年来实验心理学所采用的方法和研究设计向新的方向发展。

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