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Geodata Classification for Automatic Content Creation in Location-Based Games

机译:用于基于位置的游戏中自动内容创建的地理数据分类

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The ubiquity of smartphones with integrated positioning systems made it possible to develop location-based games playable by most people without requiring additional equipment. Popular location-based games like Ingress or Pokemon Go have demonstrated the public interest in this genre and studies indicate that playing such games has a positive health influence related to the players' increased movement. A big development challenge for these games is the content creation. Manually selecting points of interest (Pols) of the real world for a game is time-consuming, expensive and often results in heterogeneous distributed Pols with a low concentration in rural areas. In this paper we present a system that uses georeferenced data from open available sources to generate a collection of Pols usable for location-based games of free definable target groups with the goal of providing a comparable game experience everywhere. The content creation algorithm in our approach is fully parametrized allowing for individual configuration for desired Pol criteria. Our evaluation shows that our system can be used to automatically select well distributed relevant Pols for densely populated areas as well as for rural areas.
机译:具有集成定位系统的智能手机无处不在,从而使得开发大多数人都可以玩的基于位置的游戏成为可能,而无需额外的设备。流行的基于位置的游戏(例如Ingress或Pokemon Go)已经证明了这种类型的公众兴趣,研究表明,玩此类游戏对玩家的运动增加有积极的健康影响。这些游戏面临的一大发展挑战是内容创作。手动选择游戏的现实世界中的兴趣点(Pol)是耗时,昂贵的,并且通常会导致分布分散的Pols在农村地区的集中度较低。在本文中,我们介绍了一个系统,该系统使用来自开放可用资源的地理参考数据生成可用于免费定义目标群体的基于位置的游戏的Pol集合,目的是在各处提供可比的游戏体验。我们方法中的内容创建算法经过完全参数化,可以针对所需的Pol准则进行单独配置。我们的评估表明,我们的系统可用于为人口稠密地区和农村地区自动选择分布良好的相关Pol。

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