Abstract:
Game development is a collective process in which a variety of different professionals from different backgrounds collaborate together not only by means of conversational interaction but also collaborative participation, one of which is programming. While collaborative and pair programming solutions exist for text-based programming languages, visual programming has not enjoyed as much attention. These solutions would not only address advanced forms of business communication among team members but could find their use in distance learning, which would have been useful during the pandemic. In our work, we propose a solution for collaborative behavioral animation of NPCs using behavior trees through synchronous and asynchronous modes of collaboration. We conducted a user study with 12 moderately skilled game development university students who were placed in groups of two and engaged in joint fixed behavior tree development tasks using the synchronous and asynchronous modes and auxiliary features of live preview, access and restoration of previous states from behavior tree history, conflict resolution, and instant messaging. Participants also completed a control task where no collaboration was involved and auxiliary features were not available. Feedback form Creativity Support Index, a self-developed questionnaire, and a semi-structured interview were collected. Additionally, task completion times were logged. The results indicate that the two collaborative modes provide expected improvement over the control condition. No significant differences were found between the two collaborative modes. However, the semi-structed interview revealed that the synchronous mode could be useful for quick prototyping, while the asynchronous mode - for most other situations.
UNASSIGNED: The online version contains supplementary material available at 10.1007/s11042-022-12307-2.
摘要:
游戏开发是一个集体过程,在这个过程中,来自不同背景的各种不同专业人员不仅通过对话互动而且通过协作参与进行协作。其中之一就是编程。虽然协作和配对编程解决方案存在于基于文本的编程语言中,视觉编程并没有得到太多的关注。这些解决方案不仅可以解决团队成员之间的高级业务交流形式,还可以在远程学习中找到用途。这在大流行期间会很有用。在我们的工作中,我们提出了一种通过同步和异步协作模式使用行为树的NPC协作行为动画的解决方案。我们对12名中等技能的游戏开发大学生进行了用户研究,他们被安排成两个一组,并使用同步和异步模式以及实时预览的辅助功能从事联合固定行为树开发任务,从行为树历史访问和恢复以前的状态,解决冲突,和即时消息。参与者还完成了一项控制任务,其中不涉及任何协作并且没有辅助功能。反馈表创造力支持指数,一份自行编制的问卷,并收集了半结构化访谈。此外,已记录任务完成时间。结果表明,两种协作模式提供了比控制条件的预期改进。两种协作模式之间没有发现显着差异。然而,半结构化的采访表明,同步模式可能有助于快速原型设计,而异步模式-对于大多数其他情况。
UNASSIGNED:在线版本包含补充材料,可在10.1007/s11042-022-12307-2获得。