• Title/Summary/Keyword: Game Characters

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Real-time Facial Modeling and Animation based on High Resolution Capture (고해상도 캡쳐 기반 실시간 얼굴 모델링과 표정 애니메이션)

  • Byun, Hae-Won
    • Journal of Korea Multimedia Society
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    • v.11 no.8
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    • pp.1138-1145
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    • 2008
  • Recently, performance-driven facial animation has been popular in various area. In television or game, it is important to guarantee real-time animation for various characters with different appearances between a performer and a character. In this paper, we present a new facial animation approach based on motion capture. For this purpose, we address three issues: facial expression capture, expression mapping and facial animation. Finally, we show the results of various examination for different types of face models.

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A Hybrid Hardware Architecture for LCD Overdrive Frame Buffer Reduction

  • Choi, Ji-Yong;Jeong, An-Sun;Baek, Jun-Geun
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08a
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    • pp.814-817
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    • 2007
  • We present a hybrid hardware architecture capable of encoding and decoding a full HD resolution video with 60 fps. A number of technical modifications are applied to an existing image compression algorithm not only to accommodate large videos at a high frame rate but to enhance the quality of synthetic images, such as characters and video game images. Image quality of the proposed algorithm at a 1/6 compression ratio was comparable to that of the BTC based 1/3 compression algorithm.

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Pose Estimation Techniques for Humanoid Characters in FPS Gaming Environments (인간 캐릭터 포즈 식별: FPS 게임에서의 포즈 추정 기법)

  • Youjung Han;Minseop Lee;Minsu Cha;Jiyoung Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.29-30
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    • 2024
  • 본 논문은 Krafton의 PUBG: BATTLEGROUNDS 게임에서 플레이어 분류를 목표로 하며, 포즈 추정기술을 사용하여 일반 플레이어와 봇을 구분한다. 이는 게임에서 직접 수집한 비디오 데이터를 기반으로 하며, 다음과 같은 두 가지 접근 방식을 제안한다. 첫 번째 방법은 동작 시퀀스 분석을 통해, 사용자의 특정동작 패턴을 식별하고 로지스틱 회귀 모델을 활용해 사용자 유형을 분류한다. 두 번째 방법은 YOLO-pose 모델을 사용하여 비디오 데이터에서 키포인트를 추출하고, 이를 LSTM 모델에 적용하여 프레임별로 사용자의 유형을 분류한다. 이러한 이중 접근 방식은 게임의 공정성과 사용자 경험을 향상시키는 새로운 도구를 제공하며, 보다 안전한 게임 환경에 기여할 수 있다. 이 연구는 게임 산업뿐만 아니라 보안 및 모니터링 분야에서도 동작 분석에 대한 혁신적인 접근 방식으로 활용될 잠재력을 가지고 있다.

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A Study on Cultural Planning Based on the Characteristics of Domestic Cultural Archetypes: Focusing on the Jeju Folktale 'Seolmundae Halmang and Obaek General' (국내 문화원형 특징을 기반으로 한 문화 기획 연구: 제주 설화 '설문대 할망과 오백장군'을 중심으로)

  • Lee, Ji-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.259-269
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    • 2021
  • This study examines the legend of 'Grandmother Seolmundae and Five Hundred Generals', the cultural archetypes of Jeju, and analyzes the characteristics of its contents. After analyzing the feasibility of using the analyzed cultural prototype as cultural contents such as games and animations, based on this analysis, we tried to suggest a cultural planning approach based on the cultural prototype to the cultural agency. Therefore, the implications of this study are as follows. First, among the cultural prototypes in Korea, 'Grandmother Seolmundae and Five Hundred Generals', which represent the legends of Jeju Island, are being organized centered on many historical researchers and Chaerokga, but there is no precise establishment of the exact timing of the legend and how it arose. Therefore, when planning and developing content based on the cultural prototype, it is most important for cultural agencies to develop a story after researching historical evidence and opinions of local residents to identify a consistent point of view. Second, although the contents of the cultural archetype are arranged slightly differently by historians and recorders, the main contents and characteristics of the story are found to have a similar form. Therefore, cultural agencies should focus on finding the point of view and characteristics of a story, even if a story is written differently by different people when doing a cultural prototype. Third, when planning a game based on the cultural prototype, the main elements such as the elements to be expressed in the game and the fun elements should be found and presented. In particular, because fun and rules are the most important parts of games, if this part cannot be derived from the story of the cultural archetype or cannot be made, it is difficult to transform the cultural archetype into a game. Therefore, it can be seen that it is important for cultural agencies to set their game plan intentions in consideration of story expression and fun, even if it is the core or non-core of the entire story of the cultural archetype. Lastly, although the cultural prototype 'Grandmother Seolmundae and Five Hundred Generals' was presented as animation content, it is important to develop it considering the story, characters, media, and audience. Therefore, cultural agencies should be able to derive the elements such as stories, representative and auxiliary characters, and viewers that can be adapted from the cultural prototype as much as possible. It will be an important part of raising.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

An Action-Generation Method of Virtual Characters using Programming by Demonstration (Programming by Demonstration을 이용한 가상 캐릭터의 행동 생성 기법)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.141-149
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    • 2011
  • The substantial effort is required to make a virtual character smoothly move like a human being in the virtual environment. Since a virtual character acts on the basis of the actions, it is the most critical to define actions for smooth flow of action. It has been actively studied the programming by demonstration which defines series of actions to be performed by a virtual character based on the actions operated by a person. However, such approaches can't easily draw many sequential actions because they create sequential actions in the same length all the time or restrict the actions used to create such actions. For smooth flow of action, it is required to derive sequential actions as much as possible from the actions of a virtual character and to select the representative set of actions. Accordingly, it is necessary to study how to create sequential actions as reducing diverse limits. This study suggests the approach to select sequential actions suitable for a virtual character by collecting the actions of a character manipulated by a person and deriving a set of actions to be performed by a virtual character. The experiment describes the process to create the actions by applying the approach suggested in this study to the driving game. In accordance with the analysis results, it was found that a set of actions performed by a person was generated without being restricted by a length or a part to divide. Finally, we confirmed that the suggested method selects the best sequential actions, appropriate to virtual character, among more generated actions.

Fast algorithm for incorporating start and goal points into the map represented in a generalized visibility graph (출발점과 목표점을 일반화 가시성그래프로 표현된 맵에 포함하기 위한 빠른 알고리즘)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.15 no.2
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    • pp.31-39
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    • 2006
  • The visibility graph is a well-known method for efficient path-finding with the minimum search space modelling the game world. The generalized visibility graph is constructed on the expanded obstacle boundaries to eliminate the "wall-hugging" problem which is a major disadvantage of using the visibility graph. The paths generated by the generalized visibility graph are guaranteed to be near optimal and natural-looking. In this paper we propose the method to apply the generalized visibility graph efficiently for game characters who moves among static obstacles between varying start and goal points. Even though the space is minimal once the generalized visibility graph is constructed, the construction itself is time-consuming in checking the intersection between every two links connecting nodes. The idea is that we build the map for static obstacles first and then incorporate start and goal nodes quickly. The incorporation of start and goal nodes is the part that must be executed repeatedly. Therefore we propose to use the rotational plane-sweep algorithm in the computational geometry for incorporating start and goal nodes efficiently. The simulation result shows that the execution time has been improved by 39%-68% according to running times in the game environment with multiple static obstacles.

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Research on How to Develop the Character Naming in Cultural Contents (문화콘텐츠 캐릭터의 네이밍 개발을 위한 방법 연구)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.15
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    • pp.193-206
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    • 2009
  • This thesis is on the character naming which plays much of a role in the cultural contents, but it is beyond the research of character naming itself and is based on the needs of research for character naming in game, fairy tale, comic and animation. In fact, there are some books and theses showing us the way to create names of products and this area is known as brand naming. But it is not easy for people to find books on character naming which is only focused on the characters in all fictions. While a brand name is made to secure a brand identity which is fundamental to consumer recognition and symbolizes the brand's differentiation from competitors, a character name is the name of living thing in the fiction. So, people say that these two areas are similar to each other or not. This these is the consequence of the research on the character naming, especially how to figure it out and how to use it. I hope that my paper would be a little help for those who work for the creating of the characters involved in shape, personality, role and storytelling in the field of fictions through the interest and understanding of Character Naming.

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A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
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    • v.16 no.4
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    • pp.129-140
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    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

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A study of character development aspect of fantasy genre trans-media contents -Focusing on A 'Song of Ice and Fire'- (판타지 장르 트랜스미디어 전개 양상 연구 -얼음과 불의 노래를 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.383-422
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    • 2018
  • In this paper, I study the development of character in the fantasy genre of trans-media contents. In this study, I studied the novel " Songs of Fire and Ice " from the existing fantasy genre, and found that the content was expanded to include characters and features that were important to compared with the other fantasy genre content. Late fantasy genre writers since The Lord of the Rings have inherited a sort of genre of standards, and have established the genre of high fantasy. The genre has a typical characteristic of heroic characters or group adventures, based on the stage 12 heroic epic by mythologist Joseph Campbell. So the body of this paper will explore the journey of the heroic character in " Songs of Fire and Ice" and will be compared to the mythic motif and to the heroic epic narrative, and then find out the exceptional features of " Songs of Fire and Ice " as a fantasy genre.