• Title/Summary/Keyword: 캐릭터 능력치

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A Study on MMORPG Factors in Game User's Motivation : A Game User's Desire Perspective (MMORPG 사용자의 동기유발에 영향을 미치는 요소 : 게임사용자의 욕구 관점에서)

  • Yun, Jae-Sun;Lim, Chan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.47-56
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    • 2010
  • This study analyzes MMORPG in user's desire perspective and tried to find specific motivation factors. In research result, character has been separated in user character, another user character, boss monster and support character. And character's factor analysis yielded three factors: visual attraction, psychological propensity and competence. The result of the regression analysis about character's motivation factor show that it is significantly different that motivation level and motivation factors from each character. This finding implies that specific motivation factors can serve to make strategy for motivate user's game playing.

Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character (RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현)

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

A Game Character's Ability Value Generation Method using Genetic Algorithm (유전 알고리즘을 활용한 게임 캐릭터 능력치 생성 방식)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.83-98
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    • 2018
  • The growth of a game character is represented by the addition and subtraction of the status value. The status factors are variously defined and used depending on the kind of games. In this paper, we propose how character 's status elements are defined and used. We also propose a method for assigning a status value when generating a character considering growth. This method is designed using genetic algorithms to link the growth of a character with an element of time and to generate a character with the appropriate status value according to the change of time. The proposed method is verified through experiments based on time variation.

A Study on The Game Character Creation Using Genetic Algorithm in Football Simulation Games (축구 시뮬레이션 게임에서의 유전 알고리즘을 활용한 게임 캐릭터 생성 연구)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.129-138
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    • 2017
  • In football simulation games, it is very important for the interest of the game to make the stats of the football players close to reality. As the management concept is introduced to the sports simulation game, when the user plays the game for a long time, the existing player character retires. Therefore, the game creates the environment of the game by creating a new player in the game. In this study, we propose a method to create a new player character by using genetic algorithm to have the optimal ability similar to existing players. We compare and evaluate the player character with the existing random generation method, the correction random method and the proposed algorithm, and verify the validity of the proposed method.

Utilization of Simulation and Machine Learning to Analyze and Predict Win Rates of the Characters Battle

  • Kang, Hyun-Syug
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.39-46
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    • 2020
  • Recently, for designing virtual characters in the battle game field effectively, some methods are very needed to predicate the win rates of the battle of them efficiently. In this paper, we propose a method to solve this problem by combining simulation and machine learning. Firstly, a simulation is used to analyze the win rates of the battle of virtual characters in the battle game. In addition, we apply a regression model based machine learning scheme to predict win rates of the battle of virtual characters according to their abilities. Our experimental results using suggested method show that it is almost no difference between the win rates of the simulation and the prediction results using the machine learning scheme. And also, we can obtain good performance in the experiment using only simple regression based machine learning model.

Design and Implementation of Web Service System for Game Character Migration between Different-type On-line Game Servers (이종 온라인 게임 서버 간의 게임 캐릭터 이주를 위한 웹 서비스 시스템 설계 및 구현)

  • Suk, Jin-Weon;Kim, Ju-Yeon;Kang, Joon-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.219-228
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    • 2011
  • In the online game, a game character to replace game player exists within the same game and it is very difficult to migrate to another on-line games. Also, players have taken a lot of time and effort in the character's growth. In recent years, it has raised many social side effects. Therefore, in order to solve these problems, this paper was implemented web services system based on previous studies for the migration of game character between different-type on-line game severs, and the proposed system verified through the experiment focused on 4 capability numerical value (money, HP:Hit Point, MP:Mana Point, level) between migration element of game character.

The Study on Game Users' Payment Intention through Language Network Analysis (언어 네트워크 분석을 통한 온라인게임 유저의 과금 성향 분석)

  • Kim, Eunbi;Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.117-130
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    • 2021
  • The purpose of this paper is to study users' intention on paid game items through language network analysis. The functional item buying group considered the capabilities and strength of the game character as the most important factor for the winning of the games while the decorative game item buying users considered self-satisfaction for the unique outfit of their game character. Moreover, they reflected their game characters as themselves and another ego.

A Study on a MMORPG Battle Simulator with Input of Rules (룰 입력을 통한 MMORPG전투 시뮬레이터에 관한 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.97-103
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    • 2007
  • Battles between players and monsters are considered to be the core issues of RPG games, and they are something that effects the players the most when it comes to thinking whether that particular game is fun or not. Even though MMORPGs have enabled RPGs to get out of the repetitiveness into unlimited possibility of expandability and capability of modification of game plays, essential game play process remains still important - the basic battle between the player and the monsters. In this research, we made a simulator to simulate the process of the battles to estimate results of battles by pre-testing the battles with setting up the experience values of players and monsters using formulae needed for the battle systems at the beginning of game development. It can be utilized at a tester to find out a better configuration of monsters in the maps for better optimization of time and efficiency of the battles to satisfy the game planning.

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The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

Development of Role-Playing Game (RPG) using biometric data (생체 데이터를 활용한 Role-Playing Game (RPG) 개발)

  • Sung-Wook Han ;Myung-Jin Go ;Beom-Jin Ham;Sung-Yong Choi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.965-966
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    • 2023
  • 본 논문은 사용자의 생체 데이터를 기반으로 하는 Role-Playing Game(RPG)의 개발과정과 특징에 관하여 다룬다. 온라인 게임과 실제 생체데이터를 결합하여 게임 이용을 통한 건강 습관 촉진을 목표로 한다. 사용자의 생체 데이터는 게임 내 캐릭터의 능력치로 환산되며, 게임 플레이를 통해 건강한 생활습관과 운동 동기부여가 이루어진다. 교육과 의료 분야에서의 활용 가능성도 탐색되며, 미래 지향적인 게임의 새로운 방향성을 제시한다.