• Title/Summary/Keyword: Game Balance

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Player Adaptive GMM-based Dynamic Game Level Design (플레이어 적응형 GMM 기반 동적 게임 레벨 디자인)

  • Lee, Sang-Kyung;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.6 no.1
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    • pp.3-10
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    • 2006
  • In computer games, the level design and balance of characters are the key features for developing interesting games. Level designers make decision to change the parameters and opponent behaviors in order to avoid the player getting extremely frustrated with the improper level. Generally, opponent behavior is defined by static script, this causes the games to have static difficulty level and static environment. Therefore, it is difficult to keep track of the user playing interest, because a player can easily adapt to changeless repetition. In this paper, we propose a dynamic scripting method that able to maintain the level designers' intention where user enjoys the game by adjusting the opponent behavior while playing the game. The player's countermeasure pattern for dynamic level design is modeled using a Gaussian Mixture Model (GMM). The proposed method is applied to a shooting game, and the experimental results maintain the degree of interest intended by the level designer.

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Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

Analysis of Kinematic Factors between Success and Failure of Free Aerial Cartwheel on the Balance Beam (평균대 한발 몸 펴 옆 공중돌기의 성패에 따른 운동학적 요인 분석)

  • Jung, Choong Min;Park, Sang-Kyoon
    • Korean Journal of Applied Biomechanics
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    • v.32 no.1
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    • pp.24-30
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    • 2022
  • Objective: The purpose of this study was to determine the factors of successful and unsuccessful movements through the analysis of kinematics and muscle activity of the Free Aerial Cartwheel on the balance beam. Method: Subjects (Age: 22.8 ± 2.4 yrs., Height: 158.7 ± 5.0 cm, Body mass: 54.1 ± 6.4 kg, Career: 13 ± 2.4 yrs.) who were currently active as female gymnasts participated in the study. They had no history of surgical treatment within 3 months. Subject criteria included more than 10 years of professional experience in college and professional level of gymnastics and the ability to conduct the Free Aerial Cartwheel on the Balance Beam. Each subject performed 10 times of Free Aerial Cartwheel on the balance beam. One successful trial and one unsuccessful trial (failure) among 10 trials were selected for the comparison. Results: It was found that longer time required in case of unsuccessful trial when performing the Free Aerial Cartwheel on the balance beam compared with successful trial. It is expected to be the result of movement in the last landing section (i.e. phase 5). In addition, it was found that the center of gravity of the body descends at a high speed to perform the jump (i.e. phase 2) in order to obtain a sufficient jumping height when the movement is successful while the knee joint is rapidly extended to perform a jump when movement fails. In the single landing section after the jump (i.e. phase 4), if the ankle joint rapidly dorsiflexed after take-off and the hip joint rapidly flexed, so landing was not successful. Conversely, in a successful landing movement, muscle activity of the biceps femoris was greatly activated resulting no shaking in the last landing section (i.e. phase 5). Conclusion: In order to succeed in this movement, it is necessary to perform a strong jump after rapidly descending the center of gravity of the body using the force of the biceps femoris muscle. Further improvement of the skills on the balance beam requires the analysis of the game-like situation with continuous research on kinematic and kinematic analysis of various techniques, jumps, turns, etc.

A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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The Effect of Dynamic Balance on Cyber Motion Sickness of Full Immersion Virtual Reality (완전 몰입형 가상현실로 인한 사이버 멀미가 동적 균형에 미치는 영향)

  • Kim, Na-Eun;Kim, Yu-lim;Moon, Sang-cheol;Lee, Dong-hung;Lim, Ho-jeong;Jang, Eun-kyung;Hung, Ji-eun;Kang, Jong-ho
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.131-138
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    • 2018
  • The purpose of the study was to explore whether the Cyber Motion sickness used VR causes a change in the dynamic balance and fall. For 39 people who voluntarily participated in this study, this study measured the motion sickness questionnaires, the heart rate and stability of limit test in BioRescue. The study used Samsung Gear VR and applied the games to the To the homeland. The game proceeded 20minutes. Although the value of the stability after a VR application is slightly reduced, it did not reach statistical significance. The motion sickness questionnaires increased, and it had a statistical significant impact. Also Heart rate increased and it had a statistically significant impact. A virtual reality game affect for getting motion sickness but it did not affect the dynamic balance. So, cyber motion sickness caused by virtual reality wear does not result in decreased balance and falls.

The Effects of a Group Exercise Program with Competitive Games on Balance in Chronic Stroke Patients (경쟁적 게임을 적용한 집단 운동 프로그램이 만성 뇌졸중 환자의 균형에 미치는 영향)

  • Yong-Ho, Cho;Sun-Wook, Park
    • Journal of the Korean Society of Physical Medicine
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    • v.17 no.4
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    • pp.133-139
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    • 2022
  • PURPOSE: The purpose of this study was to investigate the effects of a group exercise program with competitive games on balance in chronic stroke patients. METHODS: The subjects were chronic stroke patients living at home after their discharge from the hospital. A total of 32 subjects were divided into two groups. The experimental group performed a group exercise program with competitive games, and the control group performed individual exercises. The exercise program duration was one hour, and it comprised 10 minutes of stretching, 40 minutes of the main exercise, and 10 minutes of stretching at the end. The experimental group was divided into two teams of 8 players each and played competitive games (transfer a gym ball to another person, relay 10 m walking and return, transfer an object to the next person using both arms while sitting). The control group performed an arm/trunk exercise for 15 minutes and gait training for 25 minutes. These exercises were conducted twice a week (4 weeks). The Berg Balance Scale (BBS) and timed up-and-go (TUG) tests were performed to confirm the change in balance. RESULTS: In the experimental group, BBS showed a significant increase (p < .05) and TUG showed a significant decrease (p < .05). In the control group, there was no statistically significant change in the BBS. However, the TUG showed a significant decrease (p < .05). The BBS and TUG both showed statistically significant differences (p < .05) in the between-group comparison of the change in pre-post intervention values. CONCLUSION: A group exercise program with competitive games to improve the balance ability for fall prevention in chronic stroke patients could be used as a good intervention method.

Customized Heath Care Game Contents Design (사용자 맞춤형 헬스케어 게임콘텐츠 설계)

  • Yoon, Seon Jeong;Yi, Yong Tag
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.129-130
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    • 2016
  • 본 연구는 재미있고 건강한 삶을 추구하는 현대인들이 누구나 즐길 수 있고 재활운동까지 가능하도록 간단한 소도구 운동기구와 결합된 이용자 맞춤형 리듬게임 콘텐츠를 설계한 것이다. 본 시스템은 센서가 부착된 소도구 운동기구와의 인터랙티브를 통해 사용자의 건강상태를 점검할 수 있는 사용자 분석용 콘텐츠와 사용자 건강 상태별로 운동 목표 설정, 종류, 난이도 등의 선별 기능으로 운동 효과를 극대화 할 수 있게 설계되었다. 또한 콘텐츠에 따른 음악, 동작 등의 다양화, 플레이 결과에 따른 점수(확장형의 경우 N/W 에 의한 플레이어 상호간 경쟁유도) 등으로 이용자에게 몰입과 재미를 제공하도록 설계하였다.

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Comparison and Analysis of Competition Strategies in Competitive Coevolutionary Algorithms (경쟁 공진화 알고리듬에서 경쟁전략들의 비교 분석)

  • Kim, Yeo Keun;Kim, Jae Yun
    • Journal of Korean Institute of Industrial Engineers
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    • v.28 no.1
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    • pp.87-98
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    • 2002
  • A competitive coevolutionary algorithm is a probabilistic search method that imitates coevolution process through evolutionary arms race. The algorithm has been used to solve adversarial problems. In the algorithms, the selection of competitors is needed to evaluate the fitness of an individual. The goal of this study is to compare and analyze several competition strategies in terms of solution quality, convergence speed, balance between competitive coevolving species, population diversity, etc. With two types of test-bed problems, game problems and solution-test problems, extensive experiments are carried out. In the game problems, sampling strategies based on fitness have a risk of providing bad solutions due to evolutionary unbalance between species. On the other hand, in the solution-test problems, evolutionary unbalance does not appear in any strategies and the strategies using information about competition results are efficient in solution quality. The experimental results indicate that the tournament competition can progress an evolutionary arms race and then is successful from the viewpoint of evolutionary computation.

Measurement Allocation by Shapley Value in Wireless Sensor Networks

  • Byun, Sang-Seon
    • Journal of information and communication convergence engineering
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    • v.16 no.1
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    • pp.38-42
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    • 2018
  • In this paper, we consider measurement allocation problem in a spatially correlated sensor field. Our goal is to determine the probability of each sensor's being measured based on its contribution to the estimation reliability; it is desirable that a sensor improving the estimation reliability is measured more frequently. We consider a spatial correlation model of a sensor field reflecting transmission power limit, noise in measurement and transmission channel, and channel attenuation. Then the estimation reliability is defined distortion error between event source and its estimation at sink. Motivated by the correlation nature, we model the measurement allocation problem into a cooperative game, and then quantify each sensor's contribution using Shapley value. Against the intractability in the computation of exact Shapley value, we deploy a randomized method that enables to compute the approximate Shapley value within a reasonable time. Besides, we envisage a measurement scheduling achieving the balance between network lifetime and estimation reliability.

Numerical Ballistic Modeling in Game Engines

  • YoungBo Go;YunJeong Kang
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.117-126
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    • 2023
  • To improve the overall performance and realism of your game, it is important to calculate the trajectory of a projectile accurately and quickly. One way to increase realism is to use a ballistic model that takes into account factors such as air resistance, density, and wind when calculating a projectile's trajectory. However, the more these factors are taken into account, the more computationally time-consuming and expensive it becomes, creating a trade-off between overall performance and efficiency. Therefore, we present an optimal solution to find a balance between ballistic model accuracy and computation time. We perform ballistic calculations using numerical methods such as Euler, Velocity Verlet, RK2, RK4, and Akima interpolation, and measure and compare the computation time, memory usage (RSS, Resident Set Size), and accuracy of each method. We show developers how to implement more accurate and efficient ballistic models and help them choose the right computational method for their numerical applications.