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A Data-Driven Entity-Component Approach to Develop Universally Accessible Games

机译:一种数据驱动的实体组件方法来开发可通用访问的游戏

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摘要

Design and implementing accessible games can be challenging, particularly when the designers wish to address different interaction capabilities. Universally-Accessible Games (UA-Games), for instance, follow the principles of the Design for All, aiming to enable the broadest audience as possible to play. Although there are papers regarding the design of UA-Games, the implementation can still be challenging. This paper presents a flexible and extensible approach to implement an UA-Game. The approach relies in a data-driven and component based architecture to allow game entities to be created, managed and customized during run-time. Doing so, it is possible to change the behavior and presentation of the game whilst it is running, allowing the game to adapt itself to better address the interaction needs of the user. Furthermore, being data-driven, it is possible to create and customize user profiles to address specific interaction requirements.
机译:设计和实现无障碍游戏可能会充满挑战,尤其是当设计师希望解决不同的交互功能时。例如,通用游戏(UA-Games)遵循“人人享有设计”的原则,旨在使尽可能多的观众玩起来。尽管有一些有关UA游戏设计的论文,但实施起来仍然充满挑战。本文提出了一种灵活且可扩展的方法来实现UA游戏。该方法依赖于基于数据驱动和基于组件的体系结构,以允许在运行时创建,管理和自定义游戏实体。这样做可以在游戏运行时更改其行为和呈现方式,从而使游戏能够适应各种情况,从而更好地满足用户的交互需求。此外,由于是数据驱动的,因此可以创建和自定义用户配置文件以解决特定的交互要求。

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