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1.
蒋希娜  刘佳  蒋莹莹  侍俊  姚曳 《包装工程》2023,44(22):338-347, 357
目的 基于知识划分理论和查特曼叙事分析框架,探索儿童科普游戏的叙事设计框架。方法 梳理了现有设计问题及成因,分析、构建设计理论框架SPGD;基于该框架自主研发一款以“抗生素耐药性”为主题的RPG科普游戏,将其作为科普学习材料进行干预实验,以确保实验数据能够准确反映理论框架的有效性。结果 实验数据显示,游戏实例能够有效指导儿童科普游戏叙事设计实践,并保证儿童科普学习的主观体验和客观效果。结论 基于SPGD框架开发的科普游戏可以有效提升儿童对特定科普知识的认知效果和科普学习体验。  相似文献   

2.
李萌  贾云鹏 《包装工程》2022,43(16):68-75
目的 智能家居环境为家庭中的游戏设计提供了新的可能性。探讨在新场景下面向儿童的智能家居游戏交互设计策略,展示设计案例和实践。方法 简要概述智能家居的含义,说明游戏作为家居活动对家庭成员的重要性。之后引入智能家居场景下和儿童游戏设计紧密相关的3种交互技术,分析了该环境为儿童游戏设计带来的改变。最后依据相关案例推导出设计策略,展示了一个设计实践。结论 智能家居中可交互的表面和沉浸式空间体验,为儿童游戏机制和体验带来了拓展空间。新场景下的儿童游戏设计需要考虑并充分利用家居空间中的可交互表面,同时根据儿童用户的行动特征选择交互空间,规避杂物造成的空间交互障碍,为儿童和家庭成员提供具身性、可协作、更自然的家居游戏体验。  相似文献   

3.
Video games comprise a multi-billion-dollar industry. Companies invest huge amounts of money for the release of their games. A part of this money is invested in testing the games. Current game testing methods include manual execution of pre-written test cases in the game. Each test case may or may not result in a bug. In a game, a bug is said to occur when the game does not behave per its intended design. The process of writing the test cases to test games requires standardization. We believe that this standardization can be achieved by implementing experimental design to video game testing. In this research, we discuss the implementation of combinatorial testing, specifically covering arrays, to test games. Combinatorial testing is a method of experimental design that is used to generate test cases and is primarily used for commercial software testing. In addition to the discussion of the implementation of combinatorial testing techniques in video game testing, we present an algorithm that can be used to sort test cases to aid developers in finding the combination of settings resulting in a bug.  相似文献   

4.
A reinforcement learning approach to stochastic business games   总被引:1,自引:0,他引:1  
The Internet revolution has resulted in increased competition among providers of goods and services to lure customers by tearing down the barriers of time and distance. For example, a home buyer shopping for a mortgage loan through the Internet is now a potential customer for a large number of lending institutions throughout the world. The lenders (players, in generic game theory nomenclature) seeking to capture this customer are involved in a nonzero-sum stochastic game. Stochastic games are among the least studied and understood of the management science problems, and no computationally tractable solution technique is available for multi-player nonzero-sum stochastic games. We now develop a computer-simulation-based machine learning algorithm that can be used to solve nonzero-sum stochastic game problems that are modeled as competitive Markov decision processes. The methodology based on this algorithm is implemented on a supply chain inventory planning problem with a limited state space. The equilibrium reward obtained from the stochastic game problem is compared with a logical upper bound obtained from the corresponding Markov decision problem in which a single decision maker (player) is substituted for all the competing players in the game. Several numerical versions of the problem are studied to assess the performance of the methodology. The results obtained from our methodology for the inventory planning problems are within 0.8% of the upper bound.  相似文献   

5.
王媚雪  翟洪磊 《包装工程》2021,42(16):85-93
目的 探究可提升自闭症儿童体感游戏用户体验的交互设计方法,提升自闭症儿童在利用体感游戏进行康复训练时的用户体验.方法 以沉浸理论为基础,通过用户研究总结出自闭症儿童体感游戏的设计策略.并将层次分析法(AHP)和逼近理想解排序法(TOPSIS)应用到体感游戏的设计中,以及时的反馈、愉悦的界面表现、有效的操作交互、清晰的目标任务设计策略建立了体感游戏沉浸感设计的量化评估模型,并对设计出的方案进行了评估,选择了最佳方案,并进行深入的设计.结论 总结出了一套自闭症儿童体感游戏的交互设计策略和评估方法,并将其应用到自闭症儿童的体感游戏的设计中,从而创造出科学有效的沉浸式游戏体验,提高游戏干预自闭症儿童康复训练的效果,并为同类产品的设计提供了参考.  相似文献   

6.
A number of web‐based games were created using simple JavaScript code to teach visualization skills needed for a course in engineering graphics. The games are part of a comprehensive multimedia instructional CD‐ROM/web page that consists of an integrated web site with links to hours of tutorial movies, lecture presentations of class lectures, and a series of interactive web‐based quizzes. The web‐based games provide an interactive graphics based introduction to engineering graphics and a class design project. In addition, several games are devoted to the development of visualization skills in the areas of multiview drawings and pictorials, auxiliary views, the manipulation of objects and coordinate systems in a 3‐D coordinate space, and dimensioning and tolerancing. The games provide an interactive learning experience for students where tutorial animations specific to the students needs are interjected into the games. The feedback based on student input in the games allows the students to learn and apply new concepts simultaneously. The impact of the game pages on student understanding and the development of visualization skills have been positive as evidenced by improved performance on exams and positive feedback on surveys. The overall effectiveness of the instructional CD has also been positive, and this continues to be used and expanded.  相似文献   

7.
A modular influence diagram model is proposed as a decision-analytic framework for reasoning about diagnostic testing in the manufacture of mechanical products. The influence diagram ties product design, manufacturing, and testing decisions to field quality, costs and risks. The decision-analytic theory of “expected value of information” is used to evaluate the cost-benefit of alternate testing systems. The structure of the model highlights research directions for engineering economics in evaluating cost-benefit tradeoffs in the product cycle from design, to manufacturing, marketing and field service. An implementation in the IDES (Influence Diagram Based Expert System) illustrates the potential of applying such a planning model to real-time diagnostic decisions in the manufacture of mechanical components for high-speed printers.  相似文献   

8.
黄石  朱治通 《工业工程设计》2020,2(1):11-16, 21
数字游戏常被认为是继文学、绘画、音乐等传统艺术之后的“第九艺术”。然而,长期以来,由于游戏的评价标准被商业体系左右,造成了游戏创作在思想层面的偏颇,所以设计师有必要建立一套针对数字游戏的艺术评价标准,以促进游戏的艺术创作和理论研究。从艺术思潮、艺术哲学和设计创新的角度出发,通过美学历史文献查阅、游戏艺术作品案例分析、艺术理论辨析等方法,就游戏的核心艺术因素展开论述。游戏的艺术标准应包括情感表现、艺术反思和创新性三个主要方面。其中,艺术情感是所有艺术的共性和核心;艺术反思是艺术理念的升华和艺术创作的动机;创新性则是艺术更替发展的内在动力。该标准独立于商业体系,将有助于促进和引导数字游戏在艺术层面的发展。  相似文献   

9.
刘彪  顾邦军  郑琳  万华明 《包装工程》2021,42(22):47-53
目的 探索文化遗产类功能游戏的设计体系与文化传播策略,为目前文化遗产在功能游戏中的传承提供新的设计思路和实践参考.方法 基于文化遗产数字化与文化遗产类功能游戏发展分析,提出文化遗产类功能游戏的设计体系,并以姑苏文化功能游戏设计为例进行实践验证.结论 文化遗产类功能游戏在用户体验与文化传播方面具有独特之处,需要对其进行系统性设计.首先要明确游戏的主要目的功能,然后进行文化遗产元素的提炼与游戏内符号系统的转化.在设计方法上,应找寻最佳平衡点,进行多元化融合设计,主要采取以用户体验为中心,并基于情境创设的综合设计方法.  相似文献   

10.
目的分析游戏产生乐趣的机制,研究出适用于现代设计体验的游戏特征。方法以游戏的元素和机制为基础,对人们的乐趣分类研究,分析游戏是如何满足不同层次消费者的精神需求的,对其中游戏的元素和机制不断产生乐趣的原理进行分析。结论游戏作为人们日常消遣和娱乐的方式之一,用户在游戏互动体验中更容易操作,娱乐交互的效果更好,游戏带来的情感化、娱乐化体验让用户更加主动地参与。游戏的使用者和设计的体验者具有一致性——人,人们产生乐趣的方式也具有共同性,并且随着人们精神需求的不断提高,现代设计体验已经无法满足,可以借鉴其中部分产生乐趣的方法,运用于设计之中。通过对游戏产生乐趣机制的研究,将现代设计体验提升到一个新的层次。  相似文献   

11.
目的评述乐龄游戏研究进展,分析乐龄游戏发展现状和方法应用,探究乐龄游戏面临的挑战和发展趋势。方法基于文献研究和实地调查,全面分析面向老年人的乐龄游戏特点及游戏种类并总结其优劣势。通过整合游戏技术类别,对移动端类、电子类、交互类、VR类乐龄游戏的硬、软件开发手段进行分析,同时结合人本主义理论、情感化理论、熟悉度理论、包容性设计、心流理论的设计方法及评价指标评定,深入挖掘国内乐龄游戏发展机会及其所面临的困境。结论分析乐龄游戏在人机交互安全性、交互流畅性、硬软件设计的合理性及技术上存在的问题并在市场上、技术上和应用上的发展趋势,以期为乐龄游戏后续研究提供有益借鉴。  相似文献   

12.
Quality function deployment proposes to take into account the “voice of the customer,” through a list of customer needs, which are (qualitatively) mapped to technical requirements in House One. But customers do not perceive products in this space and do not make purchase decisions in this space. Marketing specialists use statistical models to map between a simpler space of customer perceptions and the long and detailed list of needs. For automobiles, for example, the main axes in perceptual space might be categories such as luxury, performance, sport, and utility. A product's position on these few axes determines the detailed customer requirements consistent with the automobile's position such as interior volume, gauges and accessories, seating type, fuel economy, door height, horsepower, interior noise level, seating capacity, paint colors, trim, and so forth. Statistical models such as factor analysis and principal components analysis are used to describe the mapping between these spaces, which we call House Zero. Furthermore, utility functions used to determine market share are auxiliary functions that are often based in perceptual space. Conjoint analysis is often used to capture the product preference and potential market share. This research draws from the formal mapping concepts developed by Nam Suh and the qualitative maps of quality function deployment, to present unified information and mapping paradigm for concurrent product/process design. We call this approach the virtual integrated design method that is tested upon data from a business design problem.  相似文献   

13.
目的 对现有儿童游乐场进行分析研究,归纳总结出现有儿童游乐场大致分为传统型、现代型和冒险型游乐场,根据儿童在不同游乐场中游戏行为的差异性,解析游乐场类型与行为之间的关联,并作为规划设计者进行设计实践的参考。方法 通过无参与式调查法,对7~11岁年龄层儿童的运动特点、游戏行为分类以及儿童在游乐场停留时间进行统计,得出儿童在传统与现代两种类型的游乐场中从事各项体能游戏行为的时间比例差异,总结出儿童在不同体能游戏行为上的倾向性。结论 得出在进行儿童游乐场设计时,要注意根据不同动作行为的运动形式设计相应的训练设施,增加游乐设施中过渡性的连接设施及休息空间,并在连接设施及休息空间中适当增加平衡性或操作性游戏来满足儿童多种体能训练的需求。  相似文献   

14.
The past two decades witnessed a broad-increase in web technology and on-line gaming. Enhancing the broadband confinements is viewed as one of the most significant variables that prompted new gaming technology. The immense utilization of web applications and games additionally prompted growth in the handled devices and moving the limited gaming experience from user devices to online cloud servers. As internet capabilities are enhanced new ways of gaming are being used to improve the gaming experience. In cloud-based video gaming, game engines are hosted in cloud gaming data centers, and compressed gaming scenes are rendered to the players over the internet with updated controls. In such systems, the task of transferring games and video compression imposes huge computational complexity is required on cloud servers. The basic problems in cloud gaming in particular are high encoding time, latency, and low frame rates which require a new methodology for a better solution. To improve the bandwidth issue in cloud games, the compression of video sequences requires an alternative mechanism to improve gaming adaption without input delay. In this paper, the proposed improved methodology is used for automatic unnecessary scene detection, scene removing and bit rate reduction using an adaptive algorithm for object detection in a game scene. As a result, simulations showed without much impact on the players’ quality experience, the selective object encoding method and object adaption technique decrease the network latency issue, reduce the game streaming bitrate at a remarkable scale on different games. The proposed algorithm was evaluated for three video game scenes. In this paper, achieved 14.6% decrease in encoding and 45.6% decrease in bit rate for the first video game scene.  相似文献   

15.
Consider a basic “price-only” supply chain interaction in which the “players” are a manufacturer and a retailer. The manufacturer sets the wholesale price ($w/unit) of a product she supplies to a retailer, who in turn sets the retail price ($p/unit) at which he sells to the consumers. The product's demand curve is a function of p. The players select to play one of several non-cooperative games such as the manufacturer-Stackelberg game. How should the players set their prices w and p? Most existing studies assume information symmetry i.e., the cost and market parameters are known equally and perfectly to both players. In reality, the retailer's knowledge of the manufacturing cost c is often controlled by the manufacturer. This paper considers explicitly the asymmetry of knowledge in c. This approach reveals interesting and surprising deviations from earlier symmetrical-c-knowledge results. Moreover, the approach also ameliorates some of the internal inconsistencies within the symmetric-information framework. We also show how the effect of knowledge asymmetry varies with the shape of the demand curve and with the degree of relative dominance between the players. We find that under a linear demand curve a manufacturer should overstate c, which is an intuitively expected result. However, under an iso-elastic demand curve she benefits herself and the entire system by understating c, which is counter-intuitive. Also, under asymmetric c-knowledge, the simultaneous decision (or “vertical Nash”) game becomes non-viable under a linear demand curve, but the game becomes quite viable and desirable under an iso-elastic demand curve.  相似文献   

16.
目的 以佛山祖庙为对象,在数字文旅背景下从元宇宙视角对庙会进行严肃游戏、体验创新设计,提出新的体验模式——云庙会,对当前庙会旅游存在的问题进行深入挖掘与痛点分析。方法 基于严肃游戏的设计原理对云庙会进行PACT-P系统模式构建,运用H5木疙瘩交互软件进行游戏内容编辑,从庙会的景区、习俗仪式、庙会活动和集市贸易等方面,进行游戏系统化地改造与升级,实现云庙会严肃游戏的便利性、可玩性和互动性。结论 一方面,尝试解决传统庙会旅游中的发展滞后和传播力度不足、游客参与度不高等问题;另一方面,通过严肃游戏的形式使云庙会旅游兼顾游戏性和教育性,不仅给传统庙会旅游提供多元化发展路径,而且为数字文旅发展思路提供实践参考。  相似文献   

17.
李静雅  王卓尔  易晓 《包装工程》2023,44(22):1-10, 16
目的 从非遗数字化游戏的概念及问题入手进行阐述,以非遗数字游戏化策略为研究载体,探究将数字化游戏以及虚实结合技术应用于非遗数字化保护与传承的设计策略,助力非遗数字化创新。方法 运用现代设计理念方法,从游戏故事、机制、美学设计等方面入手,融合非遗文化的实体内容与虚拟游戏内容,探索游戏设计流程与方法模型,提出虚实融合的非遗文化数字化传播新路径。结果 构建了非遗数字游戏化体验设计策略,并对傩面具文化开展虚实结合的游戏设计与开发,验证了方法的可行性。结论 首先,通过充分利用数字技术来展示傩文化内涵,可以更加广泛地弘扬和传播中华优秀传统文化;其次,游戏化的设计策略可以有效助力文化传播,使非遗传统文化的魅力和精髓蕴藏为游戏要素的点点滴滴,显现在游戏体验的全部过程,充分体现“寓教于乐”的教育理念;最后,创新技术应用为非遗游戏特别是文化传播类型游戏的开发创造了更多可能性,通过实物与虚拟内容的融合,更有利于创新文化传播与游戏运行机制,提升游戏体验的沉浸感和趣味性。  相似文献   

18.
通过对巴渝传统建筑文化进行严肃游戏开发及设计实践,实现传统文化的保护与传承。对目前巴渝传统建筑文化的保护现状进行调查研究,分析严肃游戏对传承巴渝传统建筑文化的适用性、有效性与独特优势,提出巴渝传统建筑严肃游戏的开发策略、设计程序与设计方法。基于严肃游戏理念设计桌面棋牌类游戏“渝筑”,完成游戏定位、游戏规则、游戏逻辑设计及相应的视觉设计,为巴渝传统建筑文化的活化创新应用提供新思路。  相似文献   

19.
Storytelling is the key design element in game design. Content preparation, which examines ‘what information users want’, yielded valuable data concerning the necessary attributes of storytelling in a web-based interface. After identifying 17 basic components of video games, the authors of this paper were able to categorise the components based on guidelines reported from the literature review into four major factors: game play; game setup; game control; and game help. In order to evaluate these factors, an experiment was conducted that required participants to evaluate three PC games selected for their distinctiveness and popularity: Need for Speed VII: Most Wanted; StarCraft; and Diablo II. Twelve highly skilled video game players were selected as participants. After playing each game, participants were asked to complete a 56-question survey and the results of a multiple regression analysis revealed that all items of development and content preparation are not of equal importance. Fantasy, pressure, reward/bonus, next step, pressure, status, menu, goal, character, hints and instruction are the components that have the most significant impact on user satisfaction.  相似文献   

20.
叶玲红  谈薛莲 《包装工程》2019,40(24):144-149
目的探讨传统文化元素在中国风独立游戏中的应用,为独立游戏在青少年中创造积极的社会影响提供理论依据。方法通过举例分析中国风独立游戏在视觉设计、剧本创作、玩法交互3个方面里包含的传统文化元素,总结并阐释独立游戏在发扬传统文化中的作用和意义。结论传统文化在中国风独立游戏中融合与渗透,在视觉设计上展示了传统文化艺术的美感,在叙事和交互中体现了传统文化的魅力。独立游戏能够将传统文化知识进行趣味性表达,创造沉浸式的文化氛围,激发受众学习和了解传统文化的兴趣。摒弃商业游戏中普遍存在的暴力、低俗等噱头元素后,独立游戏更能发挥电子游戏与用户分享情感体验和观点的媒介作用,在传统文化传播与深化传统文化价值意义上有积极作用。  相似文献   

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