A visual 3-part Epic
Authors: G. Michael Youngblood & Priyesh Dixit
Abstract:
Part 1: A brief introduction of academic work
in gaming, the players and
institutions involved, and the current set of conferences and
publication opportunities. The current needs and challenges of the
entertainment software field will be discussed, and opportunities to
get engaged presented.
Part 2: Optimal Information Placement in an Interactive 3D Environment
The correct placement of important artifacts and information in
interactive three-dimensional (3D) environments is important to ensure
that those key artifacts and information are seen and absorbed by the
immersed observer. This can include training information,
advertisements, clues, interaction points, and other information that
needs to be conveyed to or manipulated by the user. Specifically in a
very large world, it is imperative to put information in a place where
users will be able to find it easily. Usually the designer does this
manually, but not everyone explores the world in the same way. We
propose an objective algorithm for calculating the optimal positioning
of such artifacts and information.
Part 3: Understanding Intelligence in Immersive Interactive
Environments
Interactive computer games, particularly those in 3D immersive
environments engaging the player in the control of a game character
either in first or third-person, can generate large amounts of data in
the course of game play. Understanding the elements of learning and
intelligent interaction in order to provide information to components
intended to enhance or maintain the interactive experience is a
difficult task.
We present a set of novel techniques involving the creation of
Interactive Player Graphs (IPGs) using discovered spatial knowledge,
player data visualization, and targeted data mining techniques. These
IPGs can be mined using graph-based methods to find common sub-
behaviors, clustered into similar strategy groups, and utilized to
provide input into game systems to meet system goals.