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Composition in Level DesignMäklin, Joakim, Lindblad, Sebastian January 2015 (has links)
The compositions we use to test together are, lighting, color, shape, movement, vertical and horizontal lines. The techniques are tested together in a 3D environment and rendered in a game engine. We want to guide the player on a subconscious level using compositional techniques that suits our type of game the most so we can create readable environments that can guide the players and highlight important objects and areas. The study is based on a game project we are working on together with three other people that are split up into sub-groups and researches different areas. Creating the levels using Unreal engine 4 we designed two levels to collect data. We created two levels that we used for testing, we had a test sessions for each of the two levels the first test with nine players and the second test with twelve players. We can honestly not give a straight yes or no answer to any of our hypothesis but some tests showed interesting results. A secondary test was devised due to interesting data gathered in the first test but when testing in an isolated environment the data showed something else that was not expected and the results became confusing. / Kompositionerna vi använder för att testa tillsammans är, belysning, färg, form, rörelse, vertikala och horisontella linjer. Teknikerna testas tillsammans i en 3D-miljö och återges i en spelmotor. Vi vill styra spelaren på en undermedveten nivå med hjälp av kompositionstekniker som passar vår typ av spel de så att vi kan skapa läsbara miljöer som kan vägleda spelarna och markera viktiga objekt och områden. Studien är baserad på ett spelprojekt som vi arbetar på tillsammans med tre andra personer som delas upp i undergrupper och forskar inom olika områden i spelprojektet. Skapar nivåerna med hjälp av Unreal Engine 4, vi utformade två nivåer för att samla in data. Vi skapade två nivåer som vi använde för att testa, vi hade testsessioner för de två nivåerna, det första testet med nio spelare och det andra testet med tolv spelare. Vi kan ärligt talat inte ge ett rakt ja eller nej svar på någon av våra hypoteser, men vissa tester visade intressanta resultat. Ett sekundärt test uppfanns på grund av intressanta uppgifter som samlats in i det första testet, men vid testning i en isolerad miljö, visade datan något annat som inte var väntat och resultatet blev förvirrande.
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The Procedural Generation of Interesting Sokoban LevelsTaylor, Joshua 05 1900 (has links)
As video games continue to become larger, more complex, and more costly to produce, research into methods to make game creation easier and faster becomes more valuable. One such research topic is procedural generation, which allows the computer to assist in the creation of content. This dissertation presents a new algorithm for the generation of Sokoban levels. Sokoban is a grid-based transport puzzle which is computational interesting due to being PSPACE-complete. Beyond just generating levels, the question of whether or not the levels created by this algorithm are interesting to human players is explored. A study was carried out comparing player attention while playing hand made levels versus their attention during procedurally generated levels. An auditory Stroop test was used to measure attention without disrupting play.
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