Curve-Based Level Generation for a Full-Body VR Rhythm Game

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Scopus citations

Abstract

Due to the large amount of content authoring required to produce levels for rhythm games, procedural content generation provides an attractive alternative for generating levels in large numbers. Frequently, however, level generators for rhythm games rely only on a “difficulty” measure to describe desired level properties. This work presents level generation tool for BEAMS, a full-body virtual reality rhythm game. The BEAMS level generator allows designers to shape curves describing four characteristics of the obstacles needed for a game in which the primary interaction involves the human body in three-dimensional space.

Original languageEnglish (US)
Title of host publication17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2021
PublisherAssociation for the Advancement of Artificial Intelligence
Pages246-248
Number of pages3
ISBN (Electronic)9781713844730
DOIs
StatePublished - 2021
Externally publishedYes
Event17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2021 - Virtual, Online
Duration: Oct 11 2021Oct 15 2021

Publication series

Name17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2021

Conference

Conference17th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2021
CityVirtual, Online
Period10/11/2110/15/21

All Science Journal Classification (ASJC) codes

  • Visual Arts and Performing Arts
  • Artificial Intelligence
  • Computer Graphics and Computer-Aided Design
  • Computer Science Applications
  • Human-Computer Interaction
  • Software

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