• Title/Summary/Keyword: 레전드

Search Result 33, Processing Time 0.028 seconds

A Design and Implementation of League of Legends Beginner Guide Chatbot (리그 오브 레전드 초보자 가이드 챗봇 설계 및 구현)

  • Lee, Won Joo;Yoon, Beop Gong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.07a
    • /
    • pp.461-462
    • /
    • 2021
  • 본 논문에서는 봇 프레임워크의 Dialog와 HeroCard를 활용하여 게임 리그 오브 레전드의 초보자를 가이드 해 줄 수 있는 챗봇을 설계하고 구현한다. 이 애플리케이션은 게임 리그 오브 레전드 플레이어의 성향에 맞는 게임 속 캐릭터를 추천해 줄 수 있고 게임 내 요소에 대한 소개 및 설명을 할 수 있다.

  • PDF

Predicting Win-Loss of League of Legends Using Bidirectional LSTM Embedding (양방향 순환신경망 임베딩을 이용한 리그오브레전드 승패 예측)

  • Kim, Cheolgi;Lee, Soowon
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.9 no.2
    • /
    • pp.61-68
    • /
    • 2020
  • E-sports has grown steadily in recent years and has become a popular sport in the world. In this paper, we propose a win-loss prediction model of League of Legends at the start of the game. In League of Legends, the combination of a champion statistics of the team that is made through each player's selection affects the win-loss of the game. The proposed model is a deep learning model based on Bidirectional LSTM embedding which considers a combination of champion statistics for each team without any domain knowledge. Compared with other prediction models, the highest prediction accuracy of 58.07% was evaluated in the proposed model considering a combination of champion statistics for each team.

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.185-198
    • /
    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

Study of User Generated Rules on Online game - focused on League of Legends - (온라인 게임에 나타난 사용자 생성 규칙 연구 - <리그 오브 레전드>를 중심으로 -)

  • Lyou, Chul-Gyun;Park, Miri
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.35-44
    • /
    • 2015
  • The purpose of this study is to analyze user-generated rules in online games and to define the way of players' identities are developed. This study focuses on the online game League of Legends, which originated from use map system. Based on rule theory, this study analyzes the characteristics of user-generated rules. As the result, this study proves that the main rule of online game is not the rules made by developers, but the emergent rules made by players. Through rule-detection and rule-selection process, user-generated rules change the game system. Therefore, the result of this study expects to show meaningful roles of players in game system.

A Study on the Dynamic Image Drawing Part Information Recognition using Artificial Intelligence (인공지능기법을 이용한 동적 이미지 도면 부품정보 인식에 관한 연구)

  • Lee Joo-Sang;Kang Sung-In;Lee Sang-Bae
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.16 no.4
    • /
    • pp.449-453
    • /
    • 2006
  • This paper wishes to present way that can take advantage of parts information of image drawing for efficient maintenance management of facilities efficiently. Information for parts that compose facilities to facilities design drawing has been expressed, and legend character has been written to divide each parts. This paper applies Artificial Intelligence techniques for legend character cognition of image drawing. Finally, apply artificial intelligence techniques to drawing management system to evaluate efficiency of method that propose in this paper that see.

Study on Explicitation Strategy in English-Korean Game Translation A Case Study of 'League of Legends' - (영한 게임 번역에서의 명시화에 관한 고찰 게임 '리그 오브 레전드'를 중심으로 -)

  • Kim, Hong-kyun
    • Journal of Korea Game Society
    • /
    • v.21 no.3
    • /
    • pp.117-132
    • /
    • 2021
  • This paper investigates how information game users needs to play game is offered to game user by applying the notion of explicitation toward translated game texts. By using League of Legends' Character lines, Character Abilities and Equipment Description texts as a case, this paper focused on how 'Insertion(addition)' and 'Replacement' method are applied toward game translation and which information is being explicitated. As a result, this paper found out that translation on Player vs. Player genre game, explicitation occurs by adding or replacing words containing information needed, and information about game control was prioritized among other information related with game universe and culture.

The Relationship between Players' Characteristics and Trolling Behavior: Focused on (플레이어의 개인 성향과 게임 내의 트롤링 행위의 관계 : <리그 오브 레전드>를 중심으로)

  • Lee, Jun Myong;Na, Jung Hwan;Doh, Young Yim
    • Journal of Korea Game Society
    • /
    • v.16 no.1
    • /
    • pp.63-72
    • /
    • 2016
  • This study explores how players' characteristic factors affect on trolling behaviors. The data was collected through online survey from online communities of League of Legends(N=914, male=770, female=144, average of age=22.19, SD of age=4.78). Questionnaire includes age, level/tier, self-esteem, basic psychological needs, aggression, and trolling behaviors. Result shows that player characteristic factors which influence on players trolling behavior are 'age', 'physical aggression', 'verbal aggression'. Discussion suggests that the understanding of player's characteristics which influence on trolling behaviors has to precede the improvement of system structure in order to eradicate trolling behaviors.

Analysis of Gender Identity of On-line Game Character - focused on - (온라인 게임 캐릭터에 나타난 젠더 정체성 분석 - <리그 오브 레전드>를 중심으로)

  • Han, Hye-Won;Kim, Seo-Yeon;Koo, Hye-In
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.147-160
    • /
    • 2014
  • The purpose of this study is to analyze figurations of genders in on-line game character in order to find out the ways of building gender identity of on-line game characters. This study selects characters in on-line game to analyze figurations of genders in game systems, images, discourses of game characters by using gender identity theory and examine the reproducing process of players. As the result, the gender identity of on-line game characters which was pre-given by game developers follows the same conventions and stereotypes in real world and also the players follow it in the same manner. On-line game has the potential of text involvement and modification of the game players, and it has immanent possibilities of becoming alternative space of endless improvement and evolvement.

설문조사분석-채란인들의 당면 현안은?

  • Korea Poultry Association
    • KOREAN POULTRY JOURNAL
    • /
    • v.40 no.10
    • /
    • pp.87-91
    • /
    • 2008
  • 지난 8월 29일 대전 유성 소재 베스트웨스턴 레전드 호텔에서 '위기에 처한 채란업 대응전략' 이란 주제로 제 11회 전국채란인대회를 개최했다. 본고는 이 자리에 참석한 전국 채란인을 대상으로 설문조사를 실시해 분석한 내용이다. 본 설문에 참여한 농가는 총 143명으로 설문에 응한 채란인들의 사육규모는 평균 4만3천수로 지난 2005년 10월 채란인대회 때 4만7천수 보다 규모가 줄었음을 알 수 있다.

  • PDF

A Study on e-Sports of BattleGround Game (배틀그라운드 게임의 e스포츠화에 대한 연구)

  • Gwak, Yeon-Ho;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.07a
    • /
    • pp.104-105
    • /
    • 2018
  • 현재 국내 e스포츠 시장 규모와 사용자들이 지속적으로 증가되고 있는 시점에서 배틀그라운드라는 게임이 e스포츠 시장에 진입하였다. 배틀그라운드가 현재 e스포츠에 끼치고 있는 영향이 크지만, 좋은 반응을 유도하지 못하고 있다. 본 논문에서는 좋지 않은 평을 받고 있는 배틀그라운드의 e스포츠화와 과거의 스타크래프트, LOL(리그오브레전드)과는 달리 배틀그라운드가 흥행하지 못하는 이유와, e스포츠에 적합한지를 연구하고, 차선책을 제안한다.

  • PDF