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Automatic behavior analysis in tag games: from traditional spaces to interactive playgrounds

机译:标签游戏中的自动行为分析:从传统空间到交互式游乐场

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Tag is a popular children's playground game. It revolves around taggers that chase and then tag runners, upon which their roles switch. There are many variations of the game that aim to keep children engaged by presenting them with challenges and different types of gameplay. We argue that the introduction of sensing and floor projection technology in the playground can aid in providing both variation and challenge. To this end, we need to understand players' behavior in the playground and steer the interactions using projections accordingly. In this paper, we first analyze the behavior of taggers and runners in a traditional tag setting. We focus on behavioral cues that differ between the two roles. Based on these, we present a probabilistic role recognition model. We then move to an interactive setting and evaluate the model on tag sessions in an interactive tag playground. Our model achieves 77.96 % accuracy, which demonstrates the feasibility of our approach. We identify several avenues for improvement. Eventually, these should lead to a more thorough understanding of what happens in the playground, not only regarding player roles but also when the play breaks down, for example when players are bored or cheat.
机译:Tag是一种流行的儿童游乐场游戏。它围绕追逐然后标记跑步者的标记者展开,他们的角色随之切换。游戏有多种变体,旨在通过向孩子们展示挑战和不同类型的游戏玩法来保持他们的参与度。我们认为,在操场上引入感应和地板投影技术可以帮助提供变化和挑战。为此,我们需要了解玩家在操场上的行为,并相应地使用投影来引导互动。在本文中,我们首先分析了传统标签设置中标签生成器和运行器的行为。我们专注于两个角色之间的行为提示。基于这些,我们提出了一种概率角色识别模型。然后,我们转到交互式设置,并在交互式标签游乐场中的标签会话上评估模型。我们的模型达到了77.96%的准确性,这证明了我们方法的可行性。我们确定了几种改进途径。最终,这些应该使人们对操场上发生的事情有更全面的了解,不仅是关于球员的角色,而且还包括当比赛中断时(例如当球员感到无聊或作弊时)。

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