• Title/Summary/Keyword: Game Characters

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Implementation and Performance Evaluation of Migration Agent for Seamless Virtual Environment System in Grid Computing Network (그리드 컴퓨팅 네트워크에서 Seamless 가상 환경 시스템 구축을 위한 마이그레이션 에이전트 구현 및 성능 평가)

  • Won, Dong Hyun;An, Dong-Un
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.11
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    • pp.269-274
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    • 2018
  • MMORPG is a role-playing game that tens of thousands of people access it online at the same time. Users connect to the server through the game client and play with their own characters. If the user moves to a management area of another server beyond the area managed by the server, the user information must be transmitted to the server to be moved. In an actual game, the user is required to synchronize the established and the transferred information. In this paper, we propose a migration agent server in the virtual systems. We implement a seamless virtual server using the grid method to experiment with seamless server architecture for virtual systems. We propose a method to minimize the delay and equalize the load when the user moves to another server region in the virtual environment. Migration Agent acts as a cache server to reduce response time, the response time was reduced by 50% in the case of 70,000 people.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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Is it a Smile or Ridicule? Understanding the Positivity of Smile Emoticons between High and Low Status Teenagers in Online Games (미소인가? 조소인가?: 온라인 게임에서 지위가 높은 청소년과 낮은 청소년의 웃음 이모티콘 긍정성 이해 차이)

  • Lee, Guk-Hee
    • Science of Emotion and Sensibility
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    • v.24 no.3
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    • pp.3-16
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    • 2021
  • Studies have found that people with higher social status pay little attention to other people's emotions and facial expressions. However, only a few studies have made similar observations on adolescents with high cyberspace social status. Therefore, this study sought to identify how adolescents with different online game character social statuses interpreted the smile emoticons in negative and positive situations, that is, did they perceive the emoticon to be positive (smile, encouragement, and consolation) or negative (derision, ridicule, and sarcasm). In Experiment 1, the participants were separated into three groups; those who had a lower than global average online game character status, those who had the same as the global average, and those who had higher than the global average. The participants were then asked to judge the meaning of the smile emoticon received in various positive or negative situations. In Experiment 2, the game character levels of the participants were set to be either higher or lower than the others' characters, and they were again asked to judge the meaning of the smile emoticon received in the positive or negative situations. In Experiment 3, the participants were separated into four groups; lower level than the average game character status (no information on the level of acquaintance's game character), lower than the average but higher than the character of the other, higher than the average status (no information on the other's character level), and higher than the average but lower than the character of the other, and asked to judge the meaning of the smile emoticon in positive or negative situations. It was found that when participants had a lower-level character compared to the average, had a lower-level character than the other, and had higher than the average but lower than the other's character, they interpreted the smile emoticon as derision, ridicule, or sarcasm. However, participants with higher level characters, higher than that of the other, and lower than the average but higher than the other interpreted the emoticon as a smile or consolation. This study was significant because it demonstrated the impact of an adolescent's social cyberspace status on their online communication.

An Implementation of Neural Networks Intelligent Characters for Fighting Action Games (대전 액션 게임을 위한 신경망 지능 캐릭터의 구현)

  • Cho, Byeong-Heon;Jung, Sung-Hoon;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.4
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    • pp.383-389
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    • 2004
  • This paper proposes a method to provide intelligence for characters in fighting action games by using a neural network. Each action takes several time units in general fighting action games. Thus the results of a character's action are not exposed immediately but some time units later. To design a suitable neural network for such characters, it is very important to decide when the neural network is taught and which values are used to teach the neural network. The fitness of a character's action is determined according to the scores. For learning, the decision causing the score is identified, and then the neural network is taught by using the score change, the previous input and output values which were applied when the decision was fixed. To evaluate the performance of the proposed algorithm, many experiments are executed on a simple action game (but very similar to the actual fighting action games) environment. The results show that the intelligent character trained by the proposed algorithm outperforms random characters by 3.6 times at most. Thus we can conclude that the intelligent character properly reacts against the action of the opponent. The proposed method can be applied to various games in which characters confront each other, e.g. massively multiple online games.

A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

Creating Adaptive Behaviors for Shooting Game Characters Behavior-based Artificial Intelligence (행동기반 AI를 이용한 슈팅게임 캐릭터의 적응형 행동생성)

  • 구자민;홍진혁;조성배
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2004.04a
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    • pp.89-92
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    • 2004
  • 로보코드는 사용자가 직접 제작할 수 있는 슈팅게임 환경으로서, 이를 이용한 경진대회가 개최되고 있다. 매우 다양한 작전을 구사하는 로봇들이 인터넷을 통해 공개되지만, 대부분의 전략은 사람이 직접 설계하여 행동이 단순하고, 변화하는 환경에 따라 행동을 구사하는데에 어려움을 가지고 있다. 이로 인해 아무리 훌륭한 전략을 가지고 있더라도 환경적 요소에 따라 예상치 못한 이벤트가 발생했을 경우 적절한 행동을 선택하여 행하기가 어렵다. 본 논문에서는 동적인 환경에서 적절한 행동을 선택하는 행동선택 네트워크를 이용하여 상대 전략에 따라 적절한 행동을 선택하는 방법을 제안하고 로보코드에 적용하여 실험하였다. 실험결과, 상대 탱크의 전략에 따라 다양한 행동들을 자동으로 선택하였으며, 경기 결과로 그 전략의 우수성이 입증되었다.

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Attraction Impact on Selecting Female Characters in Online Game -With case of World of Warcraft (온라인게임 여성캐릭터 선정에 호감도가 미치는 영향에 대한 연구 : World of Warcraft를 중심으로)

  • Yu, Yeon-Su;Park, Kyung-Mi
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.278-285
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    • 2007
  • 다양한 게임의 분야 중 온라인게임의 가장 큰 특징은 게임 속 캐릭터가 게이머 지시에 따라 역할을 수행하며 이를 통해 캐릭터가 성장하는 상호작용성을 갖는 것이다 온라인 게임에서의 캐릭터는 게이머 자신을 표현하는 대상이 되며 동시에, 현실의 자아와 게임의 세계관이 결합해서 나오는 하나의 인격체이기도 하다. 캐릭터 선정은 게이머가 게임을 시작하기 위해 진행하는 최초의 행위이기 때문에 게이머들은 각자 판단하는 기준을 사용하여 캐릭터를 선정하게 된다. 따라서 게이머의 캐릭터 선정 기준을 파악하는 것은 게임 캐릭터를 기획/디자인하는 과정에서 필수적인 사항이라고 말할 수 있다. 본 연구에서는 게임캐릭터를 선정하는 과정에서 게이머의 결정에 영향을 미치는 요인을 분석하기 위해, WoW 여성 캐릭터의 성격과 호감도를 중심으로 가설을 설정하고 연구를 진행하였다. 캐릭터의 선정 과정과 호감도의 상관관계를 알아보기 위하여 피설문자의 캐릭터 선정 순위와 피설문자가 평가한 각각의 캐릭터의 호감도와 성격의 5요인을 분석하여 캐릭터의 선정 결과와 호강도의 관계를 도출하였다. 이를 통해 가설을 검증하고 게임 캐릭터의 기획 및 디자인 과정에서의 캐릭터 구성 방향을 제안한다.

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Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.163-171
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    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

The Control of Character's Behavior by Using FSM-Based Probability Estimation in Games (게임에서 FSM-기반 확률 추정을 이용한 캐릭터의 행동제어)

  • Kim, Hyung-Il;Yoon, Hyun-Nim
    • Journal of Korea Multimedia Society
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    • v.8 no.9
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    • pp.1269-1281
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    • 2005
  • The control of character's behavior in games is determined by game designers. One of the popular method used in the control of character's behaviors is rule-based. The rule-based control of behavior makes the flow of play simple and boring. In this paper, we propose an efficient method of controling character's behaviors which can generate various actions of characters by using probability estimation applied to the character's behaviors.

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