Towards Adaptive Virtual Camera Control in Computer Games
Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set of desired visual properties. We investigate the relationship between camera placement and playing behaviour in games and build a user model...
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Published in | Smart Graphics pp. 25 - 36 |
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Main Authors | , |
Format | Book Chapter |
Language | English |
Published |
Berlin, Heidelberg
Springer Berlin Heidelberg
2011
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Series | Lecture Notes in Computer Science |
Subjects | |
Online Access | Get full text |
ISBN | 3642225705 9783642225703 |
ISSN | 0302-9743 1611-3349 |
DOI | 10.1007/978-3-642-22571-0_3 |
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Abstract | Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set of desired visual properties. We investigate the relationship between camera placement and playing behaviour in games and build a user model of the camera behaviour that can be used to control camera movements based on player preferences. For this purpose, we collect eye gaze, camera and game-play data from subjects playing a 3D platform game, we cluster gaze and camera information to identify camera behaviour profiles and we employ machine learning to build predictive models of the virtual camera behaviour. The performance of the models on unseen data reveals accuracies above 70% for all the player behaviour types identified. The characteristics of the generated models, their limits and their use for creating adaptive automatic camera control in games is discussed. |
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AbstractList | Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set of desired visual properties. We investigate the relationship between camera placement and playing behaviour in games and build a user model of the camera behaviour that can be used to control camera movements based on player preferences. For this purpose, we collect eye gaze, camera and game-play data from subjects playing a 3D platform game, we cluster gaze and camera information to identify camera behaviour profiles and we employ machine learning to build predictive models of the virtual camera behaviour. The performance of the models on unseen data reveals accuracies above 70% for all the player behaviour types identified. The characteristics of the generated models, their limits and their use for creating adaptive automatic camera control in games is discussed. |
Author | Burelli, Paolo Yannakakis, Georgios N. |
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Copyright | Springer-Verlag Berlin Heidelberg 2011 |
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DOI | 10.1007/978-3-642-22571-0_3 |
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Editor | Boll, Susanne Malaka, Rainer Krüger, Antonio Dickmann, Lutz Volkmann, Gerald Olivier, Patrick |
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Title | Towards Adaptive Virtual Camera Control in Computer Games |
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