Touché: Data-Driven Interactive Sword Fighting in Virtual Reality

Game UX & Player BehaviorMultiplayer & Social GamesRole-Playing & Narrative GamesGame Developers & DesignersEsports Players & Live Streamers

VR games offer new freedom for players to interact naturally using motion. This makes it harder to design games that react to player motions convincingly. We present a framework for VR sword fighting experiences against a virtual character that simplifies the necessary technical work to achieve a convincing simulation. The framework facilitates VR design by abstracting from difficult details on the lower "physical" level of interaction, using data-driven models to automate both the identification of user actions and the synthesis of character animations. Designers are able to specify the character's behaviour on a higher "semantic" level using parameterised building blocks, which allow for control over the experience while minimising manual development work. We conducted a technical evaluation, a questionnaire study and an interactive user study. Our results suggest that the framework produces more realistic and engaging interactions than simple hand-crafted interaction logic, while supporting a controllable and understandable behaviour design.

Quick Actions

Share

Share this page

ios_share

https://hci.top/en/papers/chi/31885/2020

AdRecommended

Learn AI Coding at CodeNow

open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3313831.3376714
At a Glance

Paper Snapshot

fact_check
dataset
Source
CHI
calendar_month
Year
2020
emoji_events
Award
No award tagged
group
Authors
4 authors
sell
Subtopics
Game UX & Player Behavior, Multiplayer & Social Games, Role-Playing & Narrative Games
work
Professions
Game Developers & Designers, Esports Players & Live Streamers
article
Content Status
Abstract only
hub
Related Papers
10 related papers