相关论文: DungeonMaker: Embedding Tangible Creation and Dest…
AI Advancements have augmented casual writing and story generation, but their usage poses challenges in collaborative storytelling. In role-playing games such as Dungeons & Dragons (D&D), composing prompts using generative AI requires a…
Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over space. We argue that this limits controllability and…
Recent advances in diffusion-based and controllable video generation have enabled high-quality and temporally coherent video synthesis, laying the groundwork for immersive interactive gaming experiences. However, current methods face…
We present our game, Cube2Pipes, as an attempt to investigate a unique gameplay design where we use a tangible 3D spatial puzzle, in the form of a 2X2 Rubik's Cube, as an interface to a tabletop mobile augmented reality (AR) game. The game…
Game development is a highly technical practice that traditionally requires programming skills. This serves as a barrier to entry for would-be developers or those hoping to use games as part of their creative expression. While there have…
Japanese tatami mats are often arranged so that no four mats meet. This local restriction imposes a rich combinatorial structure when applied to monomino-domino coverings of rectilinear grids. We describe a modular, mechanical game board,…
In recent years, there has been an increasing interest in the use of robotic technology at home. A number of service robots appeared on the market, supporting customers in the execution of everyday tasks. Roughly at the same time, consumer…
Game level editing is the process of constructing a full game level starting from 3D asset libraries, e.g. 3d models, textures, shaders, scripts. In level editing, designers define the look and behavior of the whole level by placing…
The last two decades have seen the emergence and steady development of tangible user interfaces. While most of these interfaces are applied for input - with output still on traditional computer screens - the goal of programmable matter and…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
Human computation games (HCGs) are a crowdsourcing approach to solving computationally-intractable tasks using games. In this paper, we describe the need for generalizable HCG design knowledge that accommodates the needs of both players and…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…
Generative AI tools are becoming more prevalent in 3D modeling, enabling users to manipulate or create new models with text or images as inputs. This makes it easier for users to rapidly customize and iterate on their 3D designs and explore…
Hybrid games are models which combine discrete, continuous, and adversarial dynamics. Game logic enables proving (classical) existence of winning strategies. We introduce constructive differential game logic (CdGL) for hybrid games, where…
Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
This study proposes middleware, GameControllerizer, that allows users to combine the processes of Internet of Things (IoT) devices, Web services, and applications of Artificial Intelligence (AI), and to convert them into game control…
Three-dimensional building generation is vital for applications in gaming, virtual reality, and digital twins, yet current methods face challenges in producing diverse, structured, and hierarchically coherent buildings. We propose…
Generative artificial intelligence has shown promise in prompting virtual worlds into existence, yet little attention has been given to understanding how this process unfolds as social interaction. We present Social Conjurer, a framework…