content generation
Recently Published Documents


TOTAL DOCUMENTS

294
(FIVE YEARS 90)

H-INDEX

19
(FIVE YEARS 3)

2022 ◽  
Author(s):  
Xiaolin Zhuo ◽  
Hong Hong ◽  
Dapeng Xu ◽  
Qiang Ye

2022 ◽  
Author(s):  
Xiaohui Zhang ◽  
Zaiyan Wei ◽  
Qianzhou Du ◽  
John Zhang

2021 ◽  
Author(s):  
◽  
Gerrit Jacobus van Rooyen

<p>Writing for and designing a methodology for Virtual Reality (VR) can be difficult as the technology around this medium grows at a fast pace. Many game designers and directors of VR experiences still claim to make things up as they go along, with no definitive methodology for content and interaction design existing yet. So far, some guidelines have been set to help prevent discomfort, but clearly not enough has been done to look at how and why we should design for VR specifically. As VR is a very immersive medium that can allow the user to potentially use their entire body as they would in the real world to interact with an experience, we need to take precedents from real world interaction when designing VR experiences. This thesis focuses specifically on game design and content generation by looking at board and table top elements as the realworld precedent. To demonstrate my findings, I have created an experience named My VRchive. Much like a sketchbook an animator uses to save ideas for later use, My VRchive will house small experiences created from my research, into content and interaction design, in a format that can be added to and shared. At the finalisation of this thesis three experiences were created. My theory is that if more designers adopt this strategy, we can all add to this growing methodology of how to develop immersive content and interaction for VR gaming and experiences.</p>


2021 ◽  
Author(s):  
◽  
Gerrit Jacobus van Rooyen

<p>Writing for and designing a methodology for Virtual Reality (VR) can be difficult as the technology around this medium grows at a fast pace. Many game designers and directors of VR experiences still claim to make things up as they go along, with no definitive methodology for content and interaction design existing yet. So far, some guidelines have been set to help prevent discomfort, but clearly not enough has been done to look at how and why we should design for VR specifically. As VR is a very immersive medium that can allow the user to potentially use their entire body as they would in the real world to interact with an experience, we need to take precedents from real world interaction when designing VR experiences. This thesis focuses specifically on game design and content generation by looking at board and table top elements as the realworld precedent. To demonstrate my findings, I have created an experience named My VRchive. Much like a sketchbook an animator uses to save ideas for later use, My VRchive will house small experiences created from my research, into content and interaction design, in a format that can be added to and shared. At the finalisation of this thesis three experiences were created. My theory is that if more designers adopt this strategy, we can all add to this growing methodology of how to develop immersive content and interaction for VR gaming and experiences.</p>


2021 ◽  
pp. 107-130
Author(s):  
Sandro Zucchi

This chapter explores the view that the contents of fictions and non-fictions are generated in the same way. It advocates a general principle of content generation which extends the account of fictional truths proposed by David Lewis. It is argued that, in generating the contents of fictions and non-fictions, the same issues arise and they may be dealt with in the same way. The proposal rests on Stalnaker's view that the assumptions shared by the participants in a conversational exchange provide the material out of which propositions are constructed. The idea underlying the account is that the communicative exchange involved in an author's producing a work for an audience, whether the work is fictive or non-fictive, is no different in principle from communicative exchanges in conversations. Differences in content related to fictional vs. non-fictional status are argued to depend on the role that conventions play in generating implicit truths in both fictive and non-fictive works.


Author(s):  
Sinem Guven Kaya ◽  
Bing Zhou ◽  
Rohan R. Arora ◽  
Noah Zheutlin ◽  
Gerard Vanloo ◽  
...  

Author(s):  
Linus Gisslen ◽  
Andy Eakins ◽  
Camilo Gordillo ◽  
Joakim Bergdahl ◽  
Konrad Tollmar

2021 ◽  
Vol 12 (1) ◽  
pp. 83-101
Author(s):  
Breno M. F. Viana ◽  
Selan R. Dos Santos

Procedural content generation (PCG) is a method of content creation entirely or partially done by computers. PCG is popularly employed in game development to produce game content, such as maps and levels. Representative examples of games using PCG are Rogue (1998), which introduced the rogue­like genre, and No Man’s Sky (2016), which generated whole worlds with fauna and flora. PCG may generate final contents, ready to be added to a game, or intermediate contents, which might be polished by human designers or work as an input level sketch to be interpreted by a level translator. In this paper, we survey the current state of procedural dungeon generation (PDG) research, a PCG subarea, applied in the context of games. For each work we selected in this survey, we examined and compared how they created game features, what type of level structure and representation they propose, which content generation strategy they applied, and, finally, we classify them according to the taxonomy of procedural content generation proposed by Togelius et al. (2016). The most relevant findings of our survey are: (1) PDG for 3D levels has been little explored; (2) few works supported levels with barriers, a game mechanic which temporarily blocks the player progression, and; (3) mixed-initiative approaches, i.e., software that helps human designers by making suggestions to the levels being created, are little explored.


Sign in / Sign up

Export Citation Format

Share Document