• Title/Summary/Keyword: Game Characters

Search Result 331, Processing Time 0.027 seconds

An Implementation of Mobile Game using JBox2D Physics Engine in Android Platform (안드로이드 플랫폼에서 JBox2D 물리 엔진을 이용한 모바일 게임구현)

  • Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.11 no.6
    • /
    • pp.119-126
    • /
    • 2011
  • As a software component for computer game, the physics engine simulates objects' movement according to the laws of physics. This paper introduces a design and implementation of mobile game on the Android platform, where we used JBox2D physics engine library and Android graphics APIs. We borrowed the key idea of this game from Crayon Physics which is known as a famous PC game. This game starts with no way from user character to destination character. The game user has to make a way to destination character from user character by creating polygon objects between them. The user wins when user character meets destination character. However, the game user has to decide the time to create objects and their shapes well because all objects in this game are governed by the laws of physics. As an important thing of this paper, we introduced into this game new input methods of LCD touch and sensors embedded in mobile devices but not in PCs. Game users can create objects by drawing polygons with LCD touch and move objects or characters according to sensor values from accelerator sensors by tilting the mobile device.

The Design of 2D Side-Scrolling Casual Games in a Multi-platform Environment (멀티 플랫폼에서의 2D 횡스크롤 캐주얼 게임 융합 설계)

  • Yang, Dong-Hyuk;Kim, Soo-Kyun
    • Journal of the Korea Convergence Society
    • /
    • v.6 no.4
    • /
    • pp.147-152
    • /
    • 2015
  • Casual games are easy in terms of control and mode, and thus everyone can enjoy them in their free time. Character games, in particular, feature a variety of cute and attractive characters. Such character games are now available for smartphones, which are used by a large number of users, as well as for PCs. This paper is aimed at demonstrating the design of 2D side-scrolling casual shooting games utilizing Unity 3D Engine, which can be manipulated on smartphones. Unity 3D engine was used because it supports multi-platform with low costs, and it makes it possibile for games to be operated on various platforms using a single program source code. This approach is unique because the design of the games uses cute characters, attractive concepts and easy control, targeting users in their 10s or 20s, unlike existing shooting games that are serious.

Interest area of game player through extraction of foreground Image (포그라인드 이미지 추출을 통한 게임 플레이어 관심 영역)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.11
    • /
    • pp.271-277
    • /
    • 2017
  • In the image processing, foreground image extraction is mainly applied to recognize a moving object or an object. In the game, the objects included in the foreground image can be mainly characters, non player characters, items, and the like. These objects can be the player's primary concern with objects that are the target of players' movement, attack, defense, and collection. In this background, this research is a study to extract players' interest areas. To this end, first, the foreground image is extracted. Second, the extracted foreground image is accumulated for a certain period of time, and the image is displayed as a result image. The accumulated foreground image according to the play time helps to know the location and frequency of screen appearance of game objects. This study can help players design their interest areas and design an efficient UX/UI.

Analysis of the Meaning of through the Application of Semiontics (기호학 적용을 통한 의 의미 분석)

  • Gwak, E-Sac
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.15-24
    • /
    • 2014
  • Semiotics studies the structures and systems of all signs related to human life, thus being capable of analyzing games. "Playing games" can be deemed as an act of reading or interpreting games semiotically, which makes game producers "senders," games "texts," gamers "receivers," and gamers playing games "contexts." Since most games are in the multi-variable narrative format, however, it is not a frequent case that gamers interpret games in the ways intended by producers. This study thus set out to analyze and interpret the console game (2001) remembered as the same evaluation by many gamers in the way intended by the producer. For analysis, the study defined its story program by analyzing the plot and sequence. For semantic analysis, the study applied the Actor Model and the Semiotic Square Model to interpret . The process identified such codes as confrontation, assistance, collaboration, and control and confirmed that Ico and Yorda, non-subject characters, were transforming into subject ones. That is, tells a story of the main characters that used to lead a non-subject life earning lives of their own.

User Perception on Character Clone of Crowds based on Perceptual Organization (군중에서의 캐릭터 복제에 관한 지각체제화 기반 사용자 인지)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.15 no.11
    • /
    • pp.819-830
    • /
    • 2009
  • When simulating large crowds, it is inevitable that the models and motions of many characters will be cloned. McDonnell et al. analyzed user's perception to find cloned characters. They established that clones of appearance are far easier to detect than motion clones. In this paper, we expand McDonnell's research[1], with the focus on multiple clones and the appearance variety in real-time game environment. Introducing the perceptual organization, we show the appearance variety of crowd clones by using game items and texture modulation. Other factors that influence the ability to detect clones were examined, such as the moving direction and distance between character clones. Our results provide novel insights and useful thresholds that will assist in creating more realistic crowds of game environments.

Study on Television Reality Game Show A Text/Context Analysis of the Set and Characters of (텔레비전 리얼리티 게임쇼의 게임성과 실재성 <더 지니어스>의 공간 배치와 캐릭터에 나타난 게임적 리얼리티를 중심으로)

  • Kang, Bo-ra;Gong, Da-som;Yoon, Tae-Jin
    • Korean journal of communication and information
    • /
    • v.72
    • /
    • pp.92-120
    • /
    • 2015
  • The objective of this study is to find out how reality game shows, the relatively new television genre, produce a sense of reality and what differences we can find from the reality they produce in compared to that of traditional reality television shows. The researchers anaylized , aired in 2013and 2014 by tvN, with focus on the show's studio setting and characters in the show. During this process, the 'game elements' and 'reality factor' were considered to be the key words. Finally, the reality produces was examined from two aspects: the production and reception. As a result, we found that the reality it produces is more than just a imitation of the real world. It shuttles between the game world and real world, and encourages audiences to recognize the plural realities in our postmodern society. We hope this study stimulates further researches on reality game show genre, which had rarely gained academic attention.

  • PDF

A Study on the Positive Effects of Horror Adventure Game "White Day" (호러어드벤처게임 <화이트데이>의 순기능성에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
    • /
    • v.12 no.3
    • /
    • pp.37-48
    • /
    • 2012
  • "White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.

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
    • /
    • v.7 no.5
    • /
    • pp.63-71
    • /
    • 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.

Research on the Design of Chinese Online Games in the Application of Cultural Content (문화 콘텐츠를 응용한 중국 온라인(MMORPG)게임 디자인 연구 -돈황벽화를 중심으로-)

Game Behavior Pattern Modeling for Bots(Auto Program) detection (봇(오토프로그램) 검출을 위한 게임 행동 패턴 모델링)

  • Jung, Hye-Wuk;Park, Sang-Hyun;Bang, Sung-Woo;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.53-61
    • /
    • 2009
  • Game industry, especially MMORPG (Massively Multiplayer Online Role Playing Game) has rapidly been expanding in these days. In this background, lots of online game security incidents have been increasing and getting more diversity. One of the most critical security incidents is 'Bots', mimics human player's playing behaviors. Bots performs the task without any manual works, it is considered unfair with other players. So most game companies try to block Bots by analyzing the packets between clients and servers. However this method can be easily attacked, because the packets are changeable when it is send to server. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with data on server. In this method, Bots developers cannot handle the data, because it is working on server. Therefore Bots cannot avoid it and we can find Bots users more completely.

  • PDF