Mapping 3D Character Location for Tracking Players' Behaviour

被引:0
|
作者
Almeida, Joao Emilio [1 ]
Rossetti, Rosaldo J. F. [1 ]
Coelho, Antonio Leca [2 ]
机构
[1] Univ Porto, Fac Engn, Dept Informat Engn, Artificial Intelligence & Comp Sci Lab, Rua Campo Alegre 823, P-4100 Oporto, Portugal
[2] Natl Lab Civil Engn, Lisbon, Portugal
来源
PROCEEDINGS OF THE 2013 8TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2013) | 2013年
关键词
serious games; behaviour analysis; decision-making modelling; 3D character tracking;
D O I
暂无
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Serious Games are increasingly used as a tool for various applications contrary to the traditional entertainment purpose. Many game engines are available, and Unity3D is another example that presents some features such as rapid prototyping and an easy learning curve. The 3D space where action takes place is sometimes hard to map into a logical memory structure providing flexible access to that information. The problem of tracking players' path as well as their decisions in 3D environments arises when there is no previous knowledge of the scenario representation and the creation of a memory data structure poses an extra effort for the modeller. The proposed solution in this paper, albeit simple, is a straightforward way to track the location of the video game character and map it when he/she passes certain limits. This mechanism proved to represent a key step forward, addressing the important issue of tracking the decision-making process of players for future analysis and behaviour elicitation.
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页数:5
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