Abstract
Within the field of procedural content generation (PCG) research, the use of crowd-sensing data has, until now, primarily been used as a means of collecting information and generating feedback relating to player experience within games, and game aesthetics [1], [2]. However, crowd-sensing data can offer much more, supplying a seemingly untapped font of information which may be used within the creation of unique PCG game spaces or content, whilst providing a visible outlet for the dissemination of crowd-sensed material to users. This paper examines one such use of crowd-sensed data, the creation of a game which will reside within the CROWD4ROADS (C4RS) [3] application, SmartRoadSense (SRS) [4]. The authors will open with a brief discussion of PCG. Following this, an explanation of the features and aims of the SRS application will be provided. Finally, the paper will introduce 'Balance Trucks', the SRS game, discussing the concepts behind using crowd-sensed data within its design, its development and use of PCG.
Original language | English |
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Title of host publication | 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Number of pages | 4 |
ISBN (Electronic) | 9781538671238 |
DOIs | |
Publication status | Published - 15 Oct 2018 |
Event | 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Wurzburg, Germany Duration: 5 Sep 2018 → 7 Sep 2018 |
Publication series
Name | |
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ISSN (Electronic) | 2474-0489 |
Conference
Conference | 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 |
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Country | Germany |
City | Wurzburg |
Period | 5/09/18 → 7/09/18 |
Fingerprint
Keywords
- Crowd-sensing
- Game
- Game design
- Procedural content generation
- Racing game
- Video game
ASJC Scopus subject areas
- Software
- Modelling and Simulation
- Computer Science Applications
Cite this
Balance trucks : Using crowd-sourced data to procedurally-generate gameplay within mobile games. / Lewis, Mark Russell; Arnab, Sylvester; Morini, Luca; Clarke, Samantha; Klopfenstein, Lorenz; Bogliolo, Alessandro; Delpriori, Saverio; Masters, Alex.
2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) . Institute of Electrical and Electronics Engineers Inc., 2018. 8493412.Research output: Chapter in Book/Report/Conference proceeding › Conference proceeding
}
TY - GEN
T1 - Balance trucks
T2 - Using crowd-sourced data to procedurally-generate gameplay within mobile games
AU - Lewis, Mark Russell
AU - Arnab, Sylvester
AU - Morini, Luca
AU - Clarke, Samantha
AU - Klopfenstein, Lorenz
AU - Bogliolo, Alessandro
AU - Delpriori, Saverio
AU - Masters, Alex
PY - 2018/10/15
Y1 - 2018/10/15
N2 - Within the field of procedural content generation (PCG) research, the use of crowd-sensing data has, until now, primarily been used as a means of collecting information and generating feedback relating to player experience within games, and game aesthetics [1], [2]. However, crowd-sensing data can offer much more, supplying a seemingly untapped font of information which may be used within the creation of unique PCG game spaces or content, whilst providing a visible outlet for the dissemination of crowd-sensed material to users. This paper examines one such use of crowd-sensed data, the creation of a game which will reside within the CROWD4ROADS (C4RS) [3] application, SmartRoadSense (SRS) [4]. The authors will open with a brief discussion of PCG. Following this, an explanation of the features and aims of the SRS application will be provided. Finally, the paper will introduce 'Balance Trucks', the SRS game, discussing the concepts behind using crowd-sensed data within its design, its development and use of PCG.
AB - Within the field of procedural content generation (PCG) research, the use of crowd-sensing data has, until now, primarily been used as a means of collecting information and generating feedback relating to player experience within games, and game aesthetics [1], [2]. However, crowd-sensing data can offer much more, supplying a seemingly untapped font of information which may be used within the creation of unique PCG game spaces or content, whilst providing a visible outlet for the dissemination of crowd-sensed material to users. This paper examines one such use of crowd-sensed data, the creation of a game which will reside within the CROWD4ROADS (C4RS) [3] application, SmartRoadSense (SRS) [4]. The authors will open with a brief discussion of PCG. Following this, an explanation of the features and aims of the SRS application will be provided. Finally, the paper will introduce 'Balance Trucks', the SRS game, discussing the concepts behind using crowd-sensed data within its design, its development and use of PCG.
KW - Crowd-sensing
KW - Game
KW - Game design
KW - Procedural content generation
KW - Racing game
KW - Video game
UR - http://www.scopus.com/inward/record.url?scp=85057295359&partnerID=8YFLogxK
U2 - 10.1109/VS-Games.2018.8493412
DO - 10.1109/VS-Games.2018.8493412
M3 - Conference proceeding
BT - 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
PB - Institute of Electrical and Electronics Engineers Inc.
ER -