• Title/Summary/Keyword: character status

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A Game Character's Ability Value Generation Method using Genetic Algorithm (유전 알고리즘을 활용한 게임 캐릭터 능력치 생성 방식)

  • No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.83-98
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    • 2018
  • The growth of a game character is represented by the addition and subtraction of the status value. The status factors are variously defined and used depending on the kind of games. In this paper, we propose how character 's status elements are defined and used. We also propose a method for assigning a status value when generating a character considering growth. This method is designed using genetic algorithms to link the growth of a character with an element of time and to generate a character with the appropriate status value according to the change of time. The proposed method is verified through experiments based on time variation.

A Research on the Physique Reformation of the Player Character Depending on the Character Status in MMORPG (캐릭터 스테이터스에 따른 플레이어 캐릭터 외형 변화 연구 -MMORPG를 중심으로-)

  • Kih, Tae-Suk;Baek, Hyoung-Mok;Chang, Jun-O;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.21-30
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    • 2009
  • In this paper, we have proposed to show the change of player character's status visually in character graphics. We have chosen strength and dexterity as basic character status out of strength, constitution, willness, intelligence, and dexterity to express the transition of character graphics. The length of each bone can be reflecting the numerical value of dexterity, and the thickness can show that of strength. This kind of visual representation of character status helps player to reveal his/her character identity. We are expecting this visual representation for direction of fostering characters and character's experience would be applied to various entertainment areas widely.

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The Relationship of Spouse Character Perceived by mother's, Child-Rearing Behavior and Children's Social Competence (어머니가 지각하는 배우자의 성격요인, 양육행동 및 아동의 사회적 능력간의 관계)

  • Lim Ok-Hee;So Byung-Sook
    • Korean Journal of Human Ecology
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    • v.7 no.3
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    • pp.73-82
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    • 2004
  • The purpose of this study was to investigate the relationship of spouse character perceived by mother's child - rearing behavior and child rearing behavior - children's social competence. The subjects of this study were 115 children's mothers in Jeon-ju city. The data were collected using questionaries and analyzed by the statistical methods of frequencies, percentages, t-test, ANOVA, pearson's correlation with SPSS pc program: The results of this study were summarized as follows: 1. There were significant differences according to economics status in spouse character Perceived by mother's. In other words. got higher income to authoritarian character and also there were significant differences according to economic status in child - rearing behavior. In other words. got higher income mother's child - rearing behavior such as rejection - blame and sensitivity. 2. There were significant differences according to economic status in children's social competence. In particular. got higher income to children's social competence such as ability and leadership. 3. There were significant differences according to economic status in relation of spouse character perceived by mother's. child - rearing behavior and children's social competence.

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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.

A Study on the Status of 3Dimension Character Animation Industry (3차원 캐릭터 애니메이션 산업현황에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.14 no.2
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    • pp.87-94
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    • 2001
  • 3D character animation grow rapidly with the development of computer graphic technology and software. Nowadays 3D character animation holds a important position in the various industry fields including movie, advertisement, animation, and game. With the rapid growth of computer graphic, real time animation of complex characters as well as high quality rendering, which was impossible before, are now prevailing. What is remarkable in this growth is the appearance of virtual idol. The virtual idol plays a leading role in 3D character animation and has a synergy effect in the field of fancy and theme park industry. The aim of this inquiry is to examine the status of computer graphic skill and media related to the 3D character animation to search out the problems in the fields and to propose the solution of the problems

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Representation of Game Character Using Measurement Information of Player's Physical Status (게임 플레이어의 신체 측정 정보를 이용한 게임 캐릭터의 표현)

  • Park, So-Hee;Kim, Bo-Sung;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.7-16
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    • 2015
  • To improve the sense of unity between game players and game world avatars, we propose a method to measure game player's physical status and manipulate game character appearances and behavior using the measurements. To measure the status, we implemented a hardware module that perceive the body temperature. We implemented a 3D horror game whose game space is a common subway space ordinarily encountered in daily life so that ordinary people can easily get used to the game environment. The experiments of applying the measurement data from the game player to the game world avatar shows that the player's physical status can be effectively utilized to improve the sense of reality in gameplay.

Symbolism of Costume in the Genre Paintings of Shin Yoon Bok (혜원 신윤복의 풍속화에 나타난 복식의 상징성)

  • 정현숙;김진구
    • The Research Journal of the Costume Culture
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    • v.1 no.2
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    • pp.221-232
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    • 1993
  • This study analyzes the symbolism of costume in the genre paintings of Yoon Bok Shin, the great artist of Korea in eighteenth century, based on the symbolic interaction theory. We classify the symbolic character into tow categories, the symbolism of social status and position as a social factor, and erotic symbol as a sexual factor. The symbolism of the social status and position include the sex, age, class, occupation, and diginity. From the costume In the paintings, the symbolic character of the clothing in the social and sexual contexts can be visualized.

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A Study of The Costume in the Historical TV Drama that the Empress Myungsung Appeared - Focus on Costume of Main Character - (명성황후가 등장하는 TV사극에 나타난 의상에 관한 연구[제2보] - 주요 등장 인물의 의상 표현을 중심으로 -)

  • Han Eun-Hee;Han Cha-Young;Ryu Song-Ok
    • Journal of the Korean Society of Costume
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    • v.55 no.8 s.99
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    • pp.85-98
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    • 2005
  • This Study is to analyze characteristics of costume change of according to the status of character succeeding the investigation of the ceremonial costume change in historical TV dramas that The Empress Myungsung entered. For this study, the costume images among historical TV dramas, that Myungsung entered, '500 years of Chosun Dynastyv, Taewongun(1990, MBC)', 'The Glorious Dawn(1993, KBS1)', 'The Empress Myungsung(2001, KBS2)'were used: The characteristics of the costume change of main character are as follows. First, main character's costume has been increase gradually in number and item. Second, Especially in the last work,'The Empress Myungsung', the royal costume based on historical evidence in aspects of silhouette, but it didn't according to the historical costume in aspects of color and textile. Nevertheless the costume reveals the status of each person significantly. Third, the costumes of the recent historical drama appears as a optical symbol that represents historical view point and different interpretation of each drama. Therefore the costume according to the status of the character wrong from the historical point of view. Consequently, TV costume in historical drama Myungsung entered has been focused on the beauty of the screen and dramatic effect than historical viewpoint. So the costume have been to be an essential visual part by means of the symbol revealed the purpose.

A Study on the Present Status and Promotion of Expo Character (엑스포 캐릭터의 현황과 활성화 방안)

  • Hong, Il-Yang;Kwon, Yun-Kyung
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.140-147
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    • 2012
  • Expo is now firmly established as one of the top three world event, with Olympic and World Cup, which can be achieved a centralized investment of various contents in economy, technology, and culture and so on. Local government, in South Korea, actively has worked to hold Expo to revitalize the local economy and to increase the local identity since Daejeon World Expo in 1993. However, it is a fact that is hard to find Expo making good professional identity design system of Expo for lack of adequate understanding of the local community and government about design system. Accordingly, this study will suggest the promotion Expo along with the importance of character development, and the present status and analysis of Expo character which is essential to identity establishment of Expo and the core of the communication.

Character development of Korean historical person :Chungmugong General Lee Soon-shin (역사적 인물의 캐릭터 개발 - 충무공 이순신 장군을 중심으로)

  • Cha, In-Tae;Kim, Soo-Jeoung;Jo, Tack-Yeon;Lee, Jae-Beom
    • Cartoon and Animation Studies
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    • s.6
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    • pp.91-115
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    • 2002
  • Character industry in Korea has a history of less than 20 years by now, as it began in earnest at the end of the 1980s. Domestic character market is estimated to be around 1.2 trillion won occupying mere 0.01% of the world character market of 1,200 trillion won and less than 4% of the Japanese market, according to the according to the calculation made by Korea Animation Producers Association. Local character takes up only 5% of the domestic character market, necessitating the development of the local character and an increase in market share. It is painful to look at the current status of the local character market especially when compared with the huge world market. However, it might be and opportune moment for us to reverse the situation in our favor by a mental switchover. And we need to face up to the reality that the local character industry has many problems, and it is our duty to settle them. What then are the problems caused by the foreign character taking up 90% of the domestic market? Foreign character overwhelming the local market will bring about cultural dependency, emotional confusion, and financial loss caused by the payment of the royalties stemming from the intellectual property rights. The following is suggested as methods of settlement for such problems: 1. Development of character emotionally appealing to the Koreans 2. Development of long-lived character 3. Development of character firmly based on a good scenario 4. Thorough planning & marketing 5. Establishing an institution exclusively governing character business This study discussed the importance of developing long-lived character appealing not only to the Koreans but also to the whole world, that will meet the requirements as stated in 1 & 2 of above. For this purpose Chungmugong General Lee Soon-shin was chosen out of the Korean historical personages for further analysis, trying to rediscover the significance of the character development based on originality.

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