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Proceedings Paper

Context-dependent player's movement interpretation: application to adaptive game development
Author(s): Francois Picard; Pascal Estraillier
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Paper Abstract

Video games are more and more controlled by the real movements of the player. However, the player is constrained by the system devices, imposing a limited vocabulary of actions associated with a set of unnatural movements. To introduce more entertaining video games to players, a component-based architecture is proposed. It has been acknowledged as the starting point for the development of adaptive applications based on the hypothesis of a high level dialogue between the system and the player. The system adaptability relies on interpretation mechanisms of the player behaviors. These behaviors are defined through the representation of the real movements of the player who freely interacts with the 3D elements composing an immersive virtual environment, following a given game scenario. The efficient interpretation of the player movements relies on the introduction in the system of the management of the scene's context. The contextual information not only helps to determine the true meaning of an observed behavior but also makes the system to adapt its processes regarding this interpretation, while managing its hardware and software resources efficiently. A commercial motion capture interface has been enhanced by the elaboration of such a system.

Paper Details

Date Published: 4 February 2010
PDF: 9 pages
Proc. SPIE 7526, Three-Dimensional Image Processing (3DIP) and Applications, 75260W (4 February 2010); doi: 10.1117/12.838757
Show Author Affiliations
Francois Picard, XD Productions (France)
Univ. of La Rochelle (France)
Pascal Estraillier, Univ. of La Rochelle (France)


Published in SPIE Proceedings Vol. 7526:
Three-Dimensional Image Processing (3DIP) and Applications
Atilla M. Baskurt, Editor(s)

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