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Performance prediction at single-action level to a first-person shooter video game

机译:从单动作级别到第一人称射击视频游戏的性能预测

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摘要

Serious games, professional entertainment (e.g. e-sport), or the immersive simulation of critical scenarios by means of virtual reality belong to the scope of the video game industry. With implications in economic (gambling) and professional careers (e-sports), researchers have focused on the high-level analysis of the win/lose chances and on the player's profile (good/bad performers). At the low-level analysis, the prediction of player's performance at single-action level, such as in the case of hits in a first-person shooter (FPS) video game, to the best of our knowledge, has not been undertaken yet. In this study we hypothesize that VR video games, embed enough contextual information to predict performance in an FPS game at single-action level. For this purpose, we developed an FPS video game and a single-shoot level prediction model based on virtual world contextual information. Eighteen students of the University of Granada without previous experience in the game played for 45-50 min and generated 600-1200 events each. Every event, which was composed of twenty-contextual-player-centred components of the virtual scenario, were transmitted on-line to a remote server to perform predictions. Data from fifteen out of eighteen participants were used to train the model prediction model. After training, the model predicted "hit"/"miss" with a mean accuracy of 74.1. In a broad vision, our results suggest that immersive virtual environments bear enough contextual information for accurate predictions even at single-action level. In a closed-loop design, this finding could be used (e.g. in defence, professional e-sports, etc.) to anticipate participant's actions/decisions before they are taken, and modify the virtual scenario (e.g. abort mission, change environmental conditions) or drive the player (e. g. suggest options, relieve of command, etc.) according to the purpose of the mission.
机译:严肃游戏、专业娱乐(例如电子竞技)或通过虚拟现实对关键场景进行沉浸式模拟都属于视频游戏行业的范围。由于对经济(赌博)和职业生涯(电子竞技)的影响,研究人员专注于对输赢机会和玩家的个人资料(表现好/坏)进行高层次的分析。在低层次分析中,据我们所知,尚未对玩家在单动作层面的表现进行预测,例如在第一人称射击 (FPS) 视频游戏中的命中情况下。在这项研究中,我们假设VR视频游戏嵌入了足够的上下文信息,以预测FPS游戏中单动作水平的性能。为此,我们开发了一款FPS视频游戏和基于虚拟世界上下文信息的单次射击关卡预测模型。格拉纳达大学的 18 名没有游戏经验的学生玩了 45-50 分钟,每人产生了 600-1200 个事件。每个事件都由虚拟场景的 20 个以玩家为中心的上下文组件组成,在线传输到远程服务器以执行预测。来自18名参与者中的15名的数据用于训练模型预测模型。训练后,该模型预测“命中”/“未命中”的平均准确率为 74.1%。在广阔的视野中,我们的结果表明,沉浸式虚拟环境具有足够的上下文信息,即使在单一动作级别上也能进行准确的预测。在闭环设计中,这一发现可用于(例如在国防、职业电子竞技等)中预测参与者的行动/决定,并根据任务的目的修改虚拟场景(例如中止任务、改变环境条件)或驱动玩家(例如提出选项、解除指挥等)。

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