• 제목/요약/키워드: character balance

검색결과 57건 처리시간 0.022초

MOBA 게임 뉴시즌 Update를 위한 게임 만족 및 밸런스 연구 (A Study on Game Satisfaction and Game Balance of MOBA Game in New Season Update)

  • 이정;조동민
    • 한국멀티미디어학회논문지
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    • 제24권8호
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    • pp.1161-1170
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    • 2021
  • The MOBA game is updated every year with a new season, the new season update brings fun to the game users and also makes them feel unfamiliar with the new gameplay. In order to let game users better adapt to the new season, this study will extract the new season balance evaluation factors. Firstly, we used one-on-one review to collect the unbalanced factors that game users had encountered at the beginning of the new season of the MOBA game, and secondly, we organized the collected review data into a questionnaire and conducted a survey. The first step of the experiment was to filter out the lower factors through exploratory factor analysis and extract the balance evaluation factors of the MOBA game new season. The second step of the experiment was to examine the correlation between the factors through confirmatory factor analysis, as well as to confirm the appropriateness and explanatory value of the factors. The analysis resulted in "Game character experience", "Game view's expression", "Game level", and "Composition of the game setting" are the four factors. Finally, through correlation analysis, the most relevant factor for game satisfaction is the "Game character experience", and each factor is correlated with each other.

하천환경 모니터링을 위한 취수보의 수문특성 분석 (Analysis of Rubber-dam hydrologic Character for the River Environment Monitoring)

  • 서규우;김대곤;김수현
    • 한국수자원학회:학술대회논문집
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    • 한국수자원학회 2004년도 학술발표회
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    • pp.1326-1330
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    • 2004
  • This study analyzes the rubber-dam of hydrologic character to be located in a Nagdong-river main stream in Dasamyeon Juggogli of the Dae-gu global city lot the river environment monitoring. The purpose of this research investigates the influence according to the rubber-dam install scientificly. A result natural disposition, prepare the gauge to matte the width of the area of the understanding and the computation of the rating which Apply is possible. Into the result of this research, $Q=898.8h^2-26126h+189886$ edge was computed to the rating. Also this study use the now rate to get for an upside expression and analysis a water balance. Through the officer to be efficient a hereafter seminar zero and processing of the data to be acquired, the supplementation so that this study can share the data to the online. High practical use of the The self-governinig body of the data and data confirmed report which loses in the trust will be achieved.

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캐릭터간의 대전 시스템을 위한 밸런스 구현 (Balance for Fighting System between Characters)

  • 박찬일;양해술
    • 한국게임학회 논문지
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    • 제7권3호
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    • pp.23-30
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    • 2007
  • 게임 밸런스는 게임 디자인의 매우 중요한 요소이며, 게임을 좀 더 재미있게 구성하기 위한 필수 요소이다. 대부분의 게임 개발사들은 성공적인 게임 개발을 위하여 자체적인 밸런스 방법을 사용한다. 효율적인 밸런스 방법이 항상 성공적인 게임 개발을 보장할 수는 없으나 게임 개발자의 입장에서 효율적인 게임 개발을 위하여 표준적인 밸런스 방법이 필요한 것이 사실이다. 캐릭터간의 전투 시스템은 주로 액션을 포함한 장르에서 구현된다. 캐릭터간의 전투를 위한 직접적인 밸런스 요소는 각 캐릭터들이 가지게 되는 특성 및 공격 형태들이다. 본 논문에서 우리는 캐릭터간의 대전 시스템을 갖는 게임에서 캐릭터와 관련된 직접적인 밸런스 요소를 구분하고 이에 근간한 수학적 밸런스 방법을 제안한다.

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MMORPG 콘텐츠 분석틀 (Contents Analysis Frame of MMORPG)

  • 김서영;박태순
    • 한국콘텐츠학회논문지
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    • 제6권10호
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    • pp.80-88
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    • 2006
  • MMORPG에 대한 분석틀을 제시하고, 이 분석틀을 이용하여 대표적인 3개의 게임에 대하여 분석하여 보았다. 분석틀은 커뮤니티성, 피케이용이성, 아이템 이용 용이성, 캐릭터 다양성, 밸런스, 편의성, 심미성의 7개 항목을 가지는 것으로 그 안에서 세부적으로 다시 구체적인 조사항목이 정해진다. 이러한 분석틀을 이용한 분석 결과 리니지와 와우는 분야별 특성이 매우 대별되는 것으로 나타났으며 라그나로크는 두 게임의 중간 정도에 해당하는 특성을 보여주었다.

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근로자(勤勞者)의 양생수준(養生水準)과 스트레스와의 관계(關係) (A Study on the Relations between Yangseng Level and Stress in Industrial Workers)

  • 안훈모;김성삼;김완겸;유호달;정명수;이기남
    • 대한예방한의학회지
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    • 제11권1호
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    • pp.109-129
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    • 2007
  • This study aims at grasping the relativity between laborers' yangseng level and stress so as to present the groundwork for preventive oriental medicine approach in industrial health. The researcher prepared the questionnaire on general character, health-related yangseng level and chose 632 people to execute Autonomic balance test through heartbeat change. The collected material was analyzed by SPSS and tested by T-test, ANOVA. The general yangseng level average is 3.27, morality yangseng 3.91, sleep yangseng 3.39, mind yangseng 3.32, sex life yangseng 3.29, exercise yangseng 3.14, activities and rest yangseng 3.07, diet yangseng 2.95, seasonal yangseng 2.84. The highest is morality yangseng and seasonal yangseng is the lowest. In the aspect of yangseng level : Having a spouse, Non-smoking, Non-drinking, Regular exercising, Sufficient sleeping have higher yanseng levels. In Autonomic balance test, age from 35 to 40 has the highest autonomic activity and job period from 5 years to 10 years has the highest stress resistance. Non-smokers have high autonomic activity and stress resistance. Further, have low autonomic balance, stress index and fatigue strength. In the case of regular exercising person, he/she has high autonomic activity and stress resistance with low stress index. Regarding sleeping time, autonomic balance is the highest when he/she sleeps less than 6 hours. Stress resistance is the highest when he/she sleeps 7 hours and stress index is the highest when he/she sleeps 6 hours. After comparing the relativity between yangseng level autonomic balance test, only exercise yangseng has plus factor on autonomic activity and stress resistance and minus factor on stress ind ex and fatigue strength. Yangseng level has been affected by individual character and daily habits. Also stress is more influenced by daily habits than by individual character. We can find the relativity of exercise yangseng between yangseng and stress which suggests that we need to take measures to win over stress in individual health in the near future.

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근로자(勤勞者)의 양생수준(養生水準)과 스트레스와의 관계(關係) (A Study on the Relations between Yangseng Level and Stress in Industrial Workers)

  • 안훈모;김성삼;김완겸;유호달;정명수;이기남
    • 대한의료기공학회지
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    • 제10권1호
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    • pp.100-129
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    • 2007
  • This study aims at grasping the relativity between laborers' yangseng level and stress so as to present the groundwork for preventive oriental medicine approach in industrial health. The researcher prepared the questionnaire on general character, - health-related yangseng level and chose 632 people to execute Autonomic balance test through heartbeat change. The collected material was analyzed by SPSS and tested by T-test, ANOVA The general yangseng level average is 3.27, morality yangseng 3.91, sleep yangseng 3.39, mind yangseng 3.32, sex life yangseng 3.29, exercise yangseng 3.14, activities and rest yangseng 3.07, diet yangseng 2.95, seasonal yangseng 2.84. The highest is morality yangseng and seasonal yangseng is the lowest. In the aspect of yangseng level: Having a spouse, Non-smoking, Non-drinking, Regular exercising, Sufficient sleeping have higher yangseng levels. In Autonomic balance test, age from 35 to 40 has the highest autonomic activity and job period from 5 years to 10 years has the highest stress resistance. Non-smokers have high autonomic activity and stress resistance. Further, have low autonomic balance, stress index and fatigue strength. In the case of regular exercising person, he/she has high autonomic activity and stress resistance with low stress index. Regarding sleeping time, autonomic balance is the highest when he/she sleeps less than 6 hours. Stress resistance is the highest when he/she sleeps 7 hours and stress index is the highest when he/she sleeps 6 hours. After comparing the relativity between yangseng level autonomic balance test, only exercise yangseng has plus factor on autonomic activity and stress resistance and minus factor on stress index and fatigue strength. Yangseng level has been affected by individual character and daily habits. Also stress is more influenced by daily habits than by individual character. We can find the relativity of exercise yangseng between yangseng and stress which suggests that we need to take measures to win over stresses in individual health in the near future.

从荣格的原型理论视角解析中国人的国民性格 (An analysis of Chinese national character from the perspective of Jung's archetypal theory)

  • 가부란;신동열
    • 산업진흥연구
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    • 제5권4호
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    • pp.101-108
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    • 2020
  • In recent years, with the rapid development of China's economy and the increasing degree of opening to the outside world, many Chinese people go abroad and many foreign friends come to China. In addition, the exchanges between China and foreign countries are also increasing. Therefore, Chinese culture often conflicts with the culture of other countries and nations. Many foreigners are confused about the psychology and way of thinking of Chinese people. Based on the archetypal theory of Carl Gustav Jung, a famous Swiss psychoanalyst, this paper analyzes the national character of Chinese people, including the common characteristics of Chinese people and the causes of these characteristics. This is a new research angle in the academic field of China. This paper includes the following parts: the first chapter describes the research background and significance of this paper; the second chapter describes Carl Jung's collective unconsciousness theory, including the concept of archetype, shadow, persona, anima and animus, and self; the third chapter explains that the research method adopted in this paper is the literature method; the fourth chapter analyzes the common character of contemporary Chinese from the perspectives of China's political and economic system and modern Chinese history, deeply analyzes how the shadow in collective unconsciousness has a negative impact on Chinese character, analyzes the unique persona of Chinese people on the basis of Chinese culture, and the performance of anima and animus in Chinese character. Finally, it explains how Chinese people seek the balance between inside and outside world from the perspective of self.

물리기반 캐릭터 애니메이션을 위한 반응 모션 생성 기법 (Animating Reactive Motions for Physics-Based Character Animation)

  • 지현호;한정현
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.420-425
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    • 2008
  • 컴퓨터 게임 및 가상현실에서 가상 캐릭터와의 상호작용은 매우 중요한 문제이다. 본 연구는 외력이 인간형 캐릭터에 적용될 때 반응 모션을 생성하는 기법을 제안한다. 이 기법에서는 외력과 인간형 캐릭터의 상태를 고려하여 이동할 다리를 선정하고, 두 다리가 교차하지 않는 범위 내에서 몸의 균형을 유지시켜줄 발의 목적 위치를 결정한다. 다음으로 다리 관절 제어를 통해 받을 들고 제어 메커니즘을 통해 반응 모션을 생성한다. 본 연구는 기존의 방식과는 다르게 미리 캡쳐된 반응 모션 데이터를 사용하지 않으면서도 캐릭터 상함에 맞는 자연스러운 반응 모션의 생성을 보여준다.

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중국 귀주성 묘족 여자복식의 수증문양에 관한 연구 (A Study on Embroidery Patterns of Miao Women′s Traditional Costume Guizhou Province in China)

  • 김영신;홍정민
    • 복식
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    • 제52권1호
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    • pp.21-36
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    • 2002
  • The Miaos have their own unique and luxurious culture traditional and modern formed as they have experienced repeated fusion into and resistance against the Han Race or the Chinese in their long and old history. Taijiang County of Guizhou Provice, in which whey have been living, is endowed with natural beauty. Thus their culture enjoys abundant and diverse contents of artificial and natural character. Naturally, their costume reflects cultural and natural features in abundance and variety. This dissertation aims to investigate the artistic character of Miaos' traditional costume as reflected in patterns for their embroidery. As for the artistic character of the patterns for embroidery, the following were found. To begin with, the space in the Miaos' embroidery is, unlike the measurable three-dimensional space found in Greek art, unmeasurable and fantastic with its beauty, majesty and peculiarity. It is as if immersed in limitless space, they were in communion with gods and universe. Another characteristic is the use of image construction beyond mere imitation. Their mode of image construction was realistic in that patterns as a whole reveal an abstract form or meaning but separately they portray visual representations of concrete thins in nature. Still another is that sense of motion conveyed by the basic curve line is full of life. It was the result of using light rhythm breaking stereotypic balance and symmetry. Finally, the colouring was abstract, and a strong contrast between black and white was gorgeous and fantastic.

게임 밸런싱을 위한 효과적인 캐릭터 조절 알고리즘 (An Efficient Algorithm for Character Adjustments in Game Balancing)

  • 현혜정;김태식
    • 한국콘텐츠학회논문지
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    • 제8권1호
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    • pp.339-347
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    • 2008
  • 게임에서 밸런스 조절은 그 게임의 성공 여부에 큰 영향을 미치는 중요한 요인으로 자리 잡고 있다. 실제 게임 밸런싱이 정확하게 무엇을 의미하고 어떻게 해야 하는지 구현하기가 매우 어려운 실정이다. 무엇을 위해 게임 밸런싱이 필요하고 게임 중에 게이머를 위한 것인지 게임 자체의 운영을 위한 것인지, 얼마만큼 레벨을 조절할 때 정확하게 밸런싱이 되었다고 해야 할지, 그리고 실제 밸런싱 때 플레이어의 경험과는 어떻게 연계하여 레벨을 조절해서 밸런스를 유지시켜야 할지 등 매우 어려운 문제가 내제되어 있기 때문이다. 이러한 문제에 대한 답변은 매우 주관적이며 게임의 특성에 따라 다르게 표현된다. 따라서 본 연구에서는 객관적 지표를 제공할 수 있는 로그 함수를 이용한 레벨 조절 방안을 제안하고자 한다. 제안된 알고리즘을 사용한 결과 레벨 조절을 수행한 결과와 그렇지 않은 결과가 통계적으로 유의한 차이가 있음을 확인할 수 있었다.