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Pose-Guided Level Design

Published: 02 May 2019 Publication History

Abstract

Player's physical experience is a critical factor to consider in designing motion-based games that are played through motion sensor gaming consoles or virtual reality devices. However, adjusting the physical challenge involved in a motion-based game is difficult and tedious, as it is typically done manually by level designers on a trial-and-error basis. In this paper, we propose a novel approach for automatically synthesizing levels for motion-based games that can achieve desired physical movement goals. By formulating the level design problem as a trans-dimensional optimization problem which is solved by a reversible-jump Markov chain Monte Carlo technique, we show that our approach can automatically synthesize a variety of game levels, each carrying the desired physical movement properties. To demonstrate the generality of our approach, we synthesize game levels for two different types of motion-based games and conduct a user study to validate the effectiveness of our approach.

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  • (2024)Move, React, Repeat! The Role of Continuous Cues in Immersive ExergamesProceedings of the ACM on Human-Computer Interaction10.1145/36770918:CHI PLAY(1-23)Online publication date: 15-Oct-2024
  • (2024)Expanding the Design Space of Vision-based Interactive Systems for Group Dance PracticeProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661568(2768-2787)Online publication date: 1-Jul-2024
  • (2024)Synthesize Personalized Training for Robot-Assisted Upper Limb Rehabilitation With Diversity EnhancementIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.330894030:8(5705-5718)Online publication date: Aug-2024
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cover image ACM Conferences
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
May 2019
9077 pages
ISBN:9781450359702
DOI:10.1145/3290605
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 02 May 2019

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  1. exergaming
  2. generative design
  3. level design
  4. optimization

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CHI '19 Paper Acceptance Rate 703 of 2,958 submissions, 24%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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Cited By

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  • (2024)Move, React, Repeat! The Role of Continuous Cues in Immersive ExergamesProceedings of the ACM on Human-Computer Interaction10.1145/36770918:CHI PLAY(1-23)Online publication date: 15-Oct-2024
  • (2024)Expanding the Design Space of Vision-based Interactive Systems for Group Dance PracticeProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661568(2768-2787)Online publication date: 1-Jul-2024
  • (2024)Synthesize Personalized Training for Robot-Assisted Upper Limb Rehabilitation With Diversity EnhancementIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.330894030:8(5705-5718)Online publication date: Aug-2024
  • (2024)Accurate Body Pose Matching for Individuals with Stroke using Siamese Networks2024 IEEE/ACM Conference on Connected Health: Applications, Systems and Engineering Technologies (CHASE)10.1109/CHASE60773.2024.00030(177-181)Online publication date: 19-Jun-2024
  • (2023)OPTIMISM: Enabling Collaborative Implementation of Domain Specific Metaheuristic OptimizationProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580904(1-19)Online publication date: 19-Apr-2023
  • (2022)Synthesizing Personalized Construction Safety Training Scenarios for VR TrainingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.315051028:5(1993-2002)Online publication date: May-2022
  • (2021)SyncUpProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/34781205:3(1-25)Online publication date: 14-Sep-2021
  • (2021)Synthesizing affective virtual reality multicharacter experiencesComputer Animation and Virtual Worlds10.1002/cav.200432:3-4Online publication date: 24-May-2021
  • (2020)Exertion-aware path generationACM Transactions on Graphics10.1145/3386569.339239339:4(115:1-115:14)Online publication date: 12-Aug-2020
  • (2020)Automatic Synthesis of Virtual Wheelchair Training Scenarios2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR46266.2020.1581008046739(539-547)Online publication date: Mar-2020
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