• Title/Summary/Keyword: Game Characters

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Improvement of Sequential Prediction Algorithm for Player's Action Prediction (플레이어 행동예측을 위한 순차예측 알고리즘의 개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Internet Computing and Services
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    • v.11 no.3
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    • pp.25-32
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    • 2010
  • It takes quite amount of time to study a game because there are many game characters and different stages are exist for games. This paper used reinforcement learning algorithm for characters to learn, and so they can move intelligently. On learning early, the learning speed becomes slow. Improved sequential prediction method was used to improve the speed of learning. To compare a normal learning to an improved one, a game was created. As a result, improved character‘s ability was improved 30% on learning speed.

Research About Character Illustration Which the 3D Game Character Manufacture (3D 게임 캐릭터 제작에 있어서의 캐릭터 일러스트에 관한 연구)

  • Lee Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.178-183
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    • 2005
  • It is said that today is an era of total cord characterized by the transition from the industrial society to the knowledge based and information one. In this age of total cord, the most complex media production is the game industry. In the game industry, game character as one of the elements of game production is the most important because it contains visual elements created through interaction with a user. Initial creation of characters in the game industry is considered having the most value-adding element. Character creation in game production begins with basic drawings, like a diffusive property of the production elements, and proceeds to complicated 2D game character illustration and 3D game character production. In addition, only when driving forces for game development such as individuality and virtual reality are based on different mind cord from existing one, foundation for it will be firmly established. Therefore, it is clear that understanding of the Importance of character illustration and original drawings in the game production is essential to successfully produce more perfect 3D game characters.

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The Proportion of Game Character and Game Image (게임캐릭터의 등신비율과 게임이미지)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.165-172
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    • 2016
  • Since the advent of digital games with hardware development a key component of the game characters are changed to retard the rate at which types of users based on their favorite theory of human proportion. Many popular to gamers in the game according to the change in the retard rate in a unique image of the character. Studies on the head and body proportion are thought that up to now been insufficient. The purpose of this study is to examine a fundamental human proportion that has importance as a molding factor in the game character development, it investigated the characteristics of the game character, and classifying the retard rate of the game character, through the research method of analyzing the results, into the retard rate look for and investigate studying the effect on future game images. Five types of game characters that make up the analysis were analyzed with a unique image, and the more specialized users prefer retard rate, the figurative exaggeration to retard rate than the actual main body. Utilizing a bit exaggerated the difficulties of the character looks relatively small proportion character in the graphic wallpaper increased visibility. The proportion of a game character through the study is considered as a very important factor as the game image in the game development.

A Study on the Line of Action Shown in Characters' Poses of a Game 'Over Watch' (게임 '오버워치' 캐릭터의 Pose에 나타난 Line of Action 연구)

  • Lee, YuSeop;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.489-494
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    • 2017
  • In spite of lots of differences in the production process of film animation, the animating method through computer is not much different between game animation and film animation. It is because the principles of film animation are also emphasized for the production of game animation. This study aims to consider the line of action showing the direction of movement and flow of energy among many considerations for the character pose work in case when producing game animation. Starting from the basic theory of drawing, the line of action plays a role of bible in the pose work including cell animation and 3D animation. After examining the theoretical background through preceding researches in order to understand the application of the line of action to the pose work of game characters, the poses of hero characters of a 3D online game 'Over Watch' were collected and then lines were directly drawn to analyze them. And as a result, the pose of characters with simple and clear 'Line of action' was good. This study aimed to consider the expression techniques of character pose in the production of game animation, which is expected to be used as an important reference for game animators at work.

Analysis on Characteristics of Representation of Surrealism on Fantasy Online Game's Character (판타지 온라인 게임의 캐릭터에 관한 초현실주의의 표현 특징 분석)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.3-12
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    • 2005
  • Many works have been published with using surrealism techniques among the representation characteristics of media space of video and art. It has begun to research on these work. But many of these researches have not cover surrealism techniques in game graphic. So, in this paper, we have analyzed representation characteristics of fantasy online game's character using surrealism techniques in surrealism. In result, there are means to express nonexistent image in real world in surrealism by using such as collage of parts of body, animals, and other object, deformation, and distortion. Also, these methods have been used in game characters of online game based on fantasy. We analyzed on characteristics of fantasy game's character in aesthetic point view. It should be profitable for making creative and favorable game characters and making creative game graphic by increasing the possibility of art techniques usage.

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A nonvocal communication system for emotional expression of characters in 2D games (2D 게임 캐릭터의 감정표현을 위한 비언어적 커뮤니케이션 시스템 제안)

  • Hong, Soo-Hyeon;Lee, Young-Suk;Lee, Mi-Young
    • Journal of Digital Contents Society
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    • v.12 no.3
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    • pp.397-407
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    • 2011
  • Characters' nonvocal communication plays an essential role in delivering lines and expressing emotions. A character in a game is represented with its nonvocal behavior combined with a large number of lines. In this paper, characters' nonvocal communication behaviors are categorized and analyzed. Furthermore, characters' gestures and movements are designed with bones for character gesture generation in 2D games. Besides, characters' movements are visualized. In brief, a nonvocal communication system for emotional expression of characters in 2D games is proposed.

A Study on the he Application of FIFA Online3 Characters' Personalities regarding positions based on HEXACO (HEXACO를 기반으로 한 FIFA Online3 캐릭터의 포지션별 성격 적용 방안 연구)

  • Kim, Mi-Sun;Park, Jun-Hyung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.139-150
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    • 2016
  • The purpose of this paper is to study the internal side of game character for realistic characters, applying the HEXACO theory. To achieve this, we analyzed FIFA Online3 character's HEXACO based on the chaTacter features in game. The character does not have the all of the attributes of the present player. Therefore we reference the actual external evaluation keyword of players and analyzed HEXACO of actual players. The HEXACO of the character was complemented, comparing with the player's HEXACO. In order to apply to the game the character's HEXACO was simplified and divided by each position. Finally, we suggested a method of applying the character's HEXACO.

Communications of Emotions with Character Movements (캐릭터의 움직임을 통한 감성 커뮤니케이션)

  • Shim, Shin-Hae;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.33-42
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    • 2007
  • Advanced technologies and techniques make it possible to express digital animation with higher quality. Characters in the virtual animation space are playing an important role in emphasizing the human audiences or interacting directly with them. The movement of characters gives them vital power, and shows their intentions and emotions. To analyze the emotion of character movements, the study develops basic movement sources based on Laban's property elements of movement such as time, space, and flow, and tries to find the relationship between their movements and the emotions they arouse by positioning them on Plutchik's emotional circle. We find that each element of 9 movements represent its own emotion consistently, and has influence on the intensity of emotions clearly.

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A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System (3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.278-281
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    • 2006
  • In the Contents industry, especially in the field of game contents the area receiving the most spotlight is 3D. With qualitative and quantitative developments in games continue, interest in 3D is becoming more significant. As a result studies and actual application in the area of 3D in the game industry are being most actively conducted. It is true that 3D game characters do not have the same level of natural movement compared to the previous 2D characters. In order to overcome the limitations of movement control of the Key frame method, the method that is currently being rapidly developed is a movement control method using motion capture system. In this study, the focus is placed in production of natural character animation through movement control through linkage of 3D game characters and motion capture system. Hence, production of natural 3D game character animation through a single central action was established as the purpose of this study.

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A Study on Development of Effective MMORPG Character Design through Cognition (게임 인지성을 고려한 MMORPG 캐릭터 모델구축에 관한 연구)

  • Tang, Jun;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.16 no.9
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    • pp.1098-1108
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    • 2013
  • Customizing system is acting a main role for the character production system of MMORPG. However, since using the high degree of freedom in MMORPG, these characters are too individual and lack of awareness. We can describe each character's emotional characteristics and understand the correlation of characters more easily by adjusting design factors capable of cognitive decision to characters. Game character developer should consider seeking efficient character design process that is suitable to MMORPG game environment and users for proper character recognition and promoting character preferences. In addition, this research being extended on the article vol.13, no.3, "A Study on Cognitive and Preference of Games' Character" on Korean Society of Basic Design in June 2012 issue and this study is expected to have effectives as one method for the purpose of this research is to inquire and present what type of relation lies between recognition and preference of game characters of MMORPG.