• Title/Summary/Keyword: Monster game

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The Game Optimization using the Action Patterns of Monster in Mobile Arcade Game (모바일 아케이드 게임에서 몬스터 행동 패턴을 이용한 게임 최적화)

  • Kim, Young-Back;Chung, Kyung-Ho;Ahn, Kwang-Seon;Kim, Jae-Joon
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.103-114
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    • 2007
  • In an arcade game, the users can easily predict the monster's action because most of the game monster's action patterns are acted only in the predefined patterns, This paper attempts how to increase the player's satisfaction while making the unpredictable action patterns easily, This research defines and realizes the monster's action patterns through the FSM algorithm. In addition, this paper added the predictable factors of monsters in an action patterns of a game monster to optimize the game, On analyzing the result of game play, the game monster's action was evenly used in the whole playing map and the game monster showed that it operated without the recursion of certain action properly.

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Study on the character design of monster in game - Focused on the comparison with Korea, China and Japan (게임 요괴 캐릭터 디자인에 관한 연구 - 한국, 중국, 일본 비교를 중심으로)

  • Ji, Xiao Ou;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1649-1659
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    • 2017
  • China, Korea and Japan are all neighbors, but there are quite a few differences in monster culture. In this article, through studying of Korea games highest export countries--China and Japan, as well as analysis on their historical origin of development of "Monster culture", so as to explore the similarities and differences between development of monster culture. In addition, combining these differences and similarities, through the study of "monster culture" related game works, it aims to explore the impact of these countries' monster culture on modern life culture and the development characteristics of all kinds of monsters under the background of modern culture. Besides, based on above analysis, developed a monster character design that can form a bond of sympathy in three countries by comparing and combining the most popular parts of the monster characters in this three countries. The final aim is to create a game monster character that both in rich ancient culture charm and loved by all people, so as to being taken as an example to illustrate the significance and value of promoting the development of monster culture. The result of this research will help to design monster characters in game production in the future.

An Efficient Study of Expression with 2D Game Tool -Focused on Production of a Game "Shooting Monster" with Spine Tool (2D 게임 툴을 이용한 효율적인 표현 연구 - 스파인 툴을 이용한 "슈팅몬스터" 게임제작을 중심으로)

  • Lee, Heon-Woo
    • Journal of Korea Multimedia Society
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    • v.19 no.7
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    • pp.1208-1215
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    • 2016
  • This study suggests efficient production of game with spine tool that is 2D game tool. For this, the researcher studies process and efficiency of game development by focusing on production of a game "Shooting Monster" Version 1 in service of Google Store at present. Production tools in a contents field are sharply changed. In addition, these tools are automatized into new version and efficient product. These tools help manufacturers in increasing quality of contents and time efficiency. Therefore, the researcher examines understanding of development process of existing 2D game and problems in development stage of graphic character, and analyzes production stage of character animation using spine tool, so suggests effective process of production in terms of production. The purpose of this study is to suggest the direction about graphic efficiency of tool by accessing production process to train working-level talented people in 2D mobile game field.

Study the graft method related to the design of monster character in games (게임 괴물 캐릭터 조형의 접목 방법에 대한 연구)

  • Sun, Shu-Ping;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.357-364
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    • 2015
  • Because of the unique images of monsters and people curious about the unknown things in the game, gamers escape from ordinary life to explore a whole new world of games in the virtual space. Gamers monster while dealing with characters that are not in the real world, I feel the joy and freshness, much to the popularity of these unique characters are gamers. Is the study of the game Monster character to now is still food that fell short, there is currently many games with the simple design by limiting the monster character design for simple figurative design in the characters monster representation of the figurative simple character designs is fulfilling the week The feed. To analyze the convergence of the monster character design in various ways and to apply the formative apply thoughtful design of the monster characters. This study combines research with a multidisciplinary approach based on the traditional image of the monster character image.

A Study on Game Character Classification Based on Texture and Edge Orientation Feature (질감 및 에지 방향 특징에 기반한 게임 캐릭터 분류에 관한 연구)

  • Park, Chang-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1318-1324
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    • 2012
  • This paper proposes a novel method for Game character classification based on texture and edge orientation feature. The character dose not move(NPC) and move the character is classified. Classification of property within the character of straight line segments are used to extract features. First, the character inside edge feature extraction and then calculates EEDH, SSPD. The extracted attribute represents the energy of a particular direction. Thus, these properties were used to classify of NPC and Monster. The proposed method, the user can reduce the unnecessary time in the game.

Implementation of Natural Behavior Patterns of Monster based on Energy Model (에너지 모델 기반으로 한 몬스터의 자연스러운 행동 패턴 구현)

  • Lee, Jae Moon;Lim, Seong Kyu
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.87-96
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    • 2014
  • In developing games, realism is considered as an important factor to increase immersion. To do this, the paper developed 'Jungle Master' game applying the conventional energy model to movement of monsters in RPG. The main scenario of the game is that animals attack each other in order to survive the competition in jungle. While chasing monster : fleeing monster is 1:1 in the conventional energy model, it is extended as n:1 in order to increase fun. As the results, this paper showed that the energy model can be effectively applied to the real game and monsters can be implemented so that they can move in natural.

Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.21-32
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    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

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Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

Pacman Game Using Recognition of Hand Movement from Game Industry (게임 산업에서 손동작 인식을 이용한 팩맨 게임)

  • Shin, Seong-Yoon;Rhee, Yang-Won
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.3
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    • pp.51-57
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    • 2012
  • Pacman is known as the terminator of the loved classic game in the world. In this paper, classic pacman game without using a keyboard or a mouse we should be able to play the game with simple hand gestures. In other words, It use motion game to be a substitute for the hand direction key using the center coordinates. Also, movements of the monster is to be replaced depending on your hand movements by extracting a pointer of hand taking pictures in the MFC dialog using Cam. In this paper, YCbCbr image is convert to RGB images to extract skin color, and multiplication operations and hybrid median filtering was used in order to obtain better images. And it is used to obtain movement of the hand area based on obtain the center of gravity of the hand region.

Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.