2011 : M Schell Interest curve Schell Chan FPS Schell Interest curve Chan FPS Chan Chan Chan Chan

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Transcription:

2011 M0106515

2011 : M0106515 Schell Interest curve Schell Chan FPS Schell Interest curve Chan FPS Chan Chan Chan Chan

1 1 1.1............................. 1 1.2................................. 4 2 5 2.1............................ 5 2.2................... 6 3 9 3.1.............................. 9 3.2............................... 10 3.3................................. 11 4 14 4.1 Chan............................ 14 4.2 FPS..................... 15 5 17 5.1................... 17 5.2 PCHI.................... 18 5.3................................... 21 5.4.............................. 22 6 25 26 27 I

1 1.1 [1] Hullett [2] FPS 1

FPS Game Developer s Conference GDC GDC Vault Digital Games Research Association DiGRA LeBlanc [3] Valve Software[4] 2

Left4Dead Feil[5] Schell[6] interest curve Schell interest curve Valve Software Feil Schell interest curve Chan[7] FPS interest curve Chan FPS Chan FPS 2D Chan 1 2 Chan Chan 3

1.2 6 2 3 4 5 6 4

2 1 2.1 3 [8] 1 3 1996 [9] beatmania [10] [11] 2.1 2.2 2 BGM Rez[12] [13] 5

図 2.1: beatmaniaiidx 1999,KONAMI 図 2.2: 太鼓の達人 13 2009, ナムコ 最後となる 3 つ目のタイプは プロシージャル技術を用いたタイプのゲームで ある ゲームにおけるプロシージャル技術とは一般に自動生成のことを指したも ので このタイプの音楽ゲームは CD や楽曲のデータ等 音楽のデータを用いて ゲームステージ等を自動生成する CD の波形データからステージを生成するビブ リボン [14] 等がある 2.2 本研究の対象となるリズムゲーム 2.1 節で紹介した 2 つ目と 3 つ目のタイプのゲームに関しては 音楽ゲーム以外 のジャンルの要素を含む また 各々のゲームのルールに差がありすぎるため 本 研究で取り扱うのは適切ではない その上 音楽ゲームの中では 1 つ目のタイプ が大多数を占め 一般に音楽ゲームといえば 1 つ目のタイプのリズムゲームを連 想することが多い また Martin らの研究 [15] では 音楽ゲームにおいて各々が 相互作用する 7 つの要素を分析し これらの要素を振り分けることで既存の音楽 ゲームのパターン化を行っている その結果から 音楽ゲームはリズムゲームと 6

2 1 1 1 1 DX [11] 2 1 -Project DIVA- Diva [16] 7

Diva 4 Diva 8

3 Chan Chan 3.1 1 (electroencephalogram EEG) 9

[17] 3.1 10-20 3.1 3.1: 10-20 3.2 δ θ α β [17] δ 0.5-4Hz 10

θ 4-8Hz α 8-13Hz α β β 13-40Hz 3.3 Chan NeuroSky Mindset[18] 3.2 Mindset MindSet 3.2: Mindset Neurosky 11

MindSet NeuroSky esense [19] Mindset 1 esense 2 NeuroSky [19] [20] Chan esense [21] NeuroSky BIOPAC SYSTEM 12

NeuroSky MindSet [21] 13

4 Chan FPS Chan FPS 4.1 Chan Chan Chan Point of High Interest( PHI) PHI PHI Chan Chan PHI Chan PHI Points of Common High Interest PCHI PCHI Chan 2 14

1. PCHI 2. PCHI 4.2 FPS 4.1 PCHI Chan FPS 6 15

4.1 4.1: FPS 16

5 4 5.1 1. 2. 2.2 PSP PSP PC 17

PSP Mindset PSP Web PSP 20-30 5.2 PCHI PCHI PCHI PCHI 5.1 5.1: PCHI PCHI 18

PHI PCHI PCHI Chan PCHI 1. 2. 3. Factors of Interest FOI FOI-1 FOI-2 FOI-3 FOI 4.2 FPS Chan 2 5.2 FOI-1 1 5.3 FOI-2 5.4 FOI-3 FOI-2 5.1 19

5.2: FOI-1 5.3: FOI-2 20

5.4: FOI-3 5.1: FOI FOI Trigger of FPS FOI-1 FOI-2 FOI-3 5.3 5.1 5.2 5.1 1. 2. Diva Diva 21

FOI-2 Diva 1 Diva 2 5.1 5.4 FOI FOI-1 5.5 1 FOI-1 1 5.5: FOI-1 FOI-1 FOI-2 22

5.6 2 FOI-2 5.6: FOI-2 FOI-2 FOI-3 5.7 1 FOI-3 FOI-3 A C B D FOI 23

5.7: FOI-3 24

6 FOI Chan Chan intrest curve 25

26

[1] Edward Byrne. Game Level Design. Game Development Series. Charles River Media, 2005. [2] Kenneth Hullett and Jim Whitehead. Design patterns in fps levels. In Proceedings of the Fifth International Conference on the Foundations of Digital Games, FDG 10, pp. 78 85, New York, NY, USA, 2010. ACM. [3] Hunicke Robin, Leblanc Marc, and Zubek Robert. MDA: A Formal Approach to Game Design and Game Research. 2004. [4] Michael Booth. The ai systems of left 4 dead. http://www.valvesoftware.com/publications.html, 2009. Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. [5] John Feil and Marc Scattergood. Beginning Game Level Design. Premier Press Game Development. Course Technology, 2005. [6] Jesse Schell. Understanding entertainment: story and gameplay are one. Comput. Entertain., Vol. 3, pp. 6 6, January 2005. [7] Kenneth Chan. fps.,, 2011. 27

[8].. http://o-planning.xii.jp/igda/cedec2009/cedec2009 PG1060.pdf. CEDEC2009. [9] Sony Computer Entertainment Inc., 1996. Video Game. [10] Ltd. Konami Digital Entertainment Co. beatmania, 1997-2011. Video Game. [11] NAMCO BANDAI Games Inc., 2001-2011. Video Game. [12] SEGA Corporation. Rez, 2001. Video Game. [13] Q Entertainment Inc., 2004. Video Game. [14] Sony Computer Entertainment Inc., 1999. Video Game. [15] Martin Pichlmair and Fares Kayali. Levels of sound: On the principles of interactivity in music video games. In Baba Akira, editor, Situated Play: Proceedings of the 2007 Digital Games Research Association Conference, pp. 424 430, Tokyo, September 2007. The University of Tokyo. [16] SEGA Corporation. -project diva-, 2009-2011. Video Game. [17]. -., 1993. [18] NeuroSky Inc. Mindset. http://www.neurosky.com/. EEG device. [19] NeuroSky Inc. Mindset. http://developer.neurosky.com/docs/lib/exe/fetch.php?media=, mindset instruction manual jp.pdf. 28

[20],,,.., Vol. 9, No. 34, pp. 23 28, 1985-12. [21] NeuroSky Inc. Neurosky s esense meters and detection of mental state. http://www.neurosky.com/documents/document.pdf?documentid= l809fde40-0fa6-4ab6-b7ad-2ec27027e4e, 2009. EEG device. 29