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This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocode implementation showing how Perlin or Simplex noise can be used efficiently. In a comparative study, we investigate two alternative implementations of a decisive game prop: once created traditionally by artists and once generated by procedural algorithms. 41 test subjects played both implementations. The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing. In addition, the ever-changing nature of the procedurally generated environments is preferred with high significance, especially by players aged 45 and above.
Providing public Extended Reality (XR) experiences can foster connections between people around the world. Even 34 years after German reunification, around a quarter of all West Germans have never visited East Germany. Following the examples of the Vilnius-Lublin Portal and the Telectroscope, this paper will therefore present the concept of a study that aims to connect East and West German cities through public XR experiences and to shed light on the German population’s acceptance of immersive XR in public spaces such as city centres.