Enhancing Skill Acquisition in VR Rhythm Games: Leveraging DDA and PCG for Effective Learning Map Generation

Lead Research Organisation: Queen Mary University of London
Department Name: Sch of Electronic Eng & Computer Science

Abstract

This research proposal utilises Dynamic Difficulty Adjustment (DDA) and Procedural Content Generation (PCG) [11] [12], and equips it to virtual reality (VR) games in order to help players enhance their skills. VR technology has improved commercially, using eye, facial and hand tracking technology [1] [10]; this can be utilised to capture players' psychological signals [2]. The project addresses difficulty spikes [3] in rhythm-based VR games like Beat Saber, improving skills and motivation. By combining DDA, PCG, and VR tracking, personalised learning experiences are created. The research explores effectiveness, player engagement, skill progression, and hypotheses on skill development and motivation. Core steps include detecting psychological signals, implementing DDA for dynamic adjustment, developing PCG algorithms for personalised maps, and creating an AI Coach system. The project aims to expand findings to other rhythm games and contexts. Beneficiaries include players enjoying tailored experiences, game developers enhancing player retention, and the health and fitness industry benefiting from accessible VR workouts.

Publications

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Studentship Projects

Project Reference Relationship Related To Start End Student Name
EP/S022325/1 01/10/2019 31/03/2028
2890032 Studentship EP/S022325/1 01/10/2023 30/09/2027 Filip Sroka