• Title, Summary, Keyword: Character Customization

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An analysis of DIY Character System of Mobile Game (모바일 게임의 DIY 캐릭터 시스템 분석)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.423-429
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    • 2016
  • Character customization means a series of processes to build a characters. Mobile character customizing system is very scarce than Online RPG system qualitatively or quantitatively. In this paper, I will propose some effective elements about A DIY character system that must be suitable for the mobile environment system. The reasons why Select System is mainly used as the customizing system in RPG are as follows; First, the screen of a mobile device is small; Second, it is due to the space-time characteristics with which mobile games are played. In the middle of playing a game, a customizing system should be adopted in order for players not to feel bored. In addition, avatar's costumes should be continually updated.

SoMA: A System of Making Avatars based on a Commercial Game Engine (SoMA: 상용 게임엔진 기반의 아바타 생성 시스템)

  • Kim, Byung-Cheol;Roh, Chang Hyun
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.373-380
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    • 2017
  • We propose the SoMA(System of Making Avatars) based on a commercial 3D game engine. It first decomposes a given character into assemblable pieces, then gives the user them as prefab components so that he or she can reassemble and/or customize them to be plenty of characters. To accomplish this, it implements the character assembly structure as an hierarchy, the upper levels of which are categorized for gross assembly, and the lower levels of which are parameterized for detailed customization. It also defines a hierarchical naming convention for ease of access to the structure. Finally, it provides body, clothes, and attachment systems to make relevant characters.

Analyzing Types of Styling through Character Customization Games (캐릭터 커스터마이징 게임에 나타난 유형별 스타일링 분석)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.309-316
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    • 2015
  • The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.

Character Customizing System Based on Physiognomy -Focused on AION Character Creation System- (관상학에 근거한 캐릭터 커스터마이징 시스템 - 아이온 캐릭터 생성 시스템을 중심으로 -)

  • Jung, Suk-Ho;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.3-14
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    • 2010
  • There has been a revolutionary growth and advancement in the area of online game, though the history of online games is shorter than that of the other genre. Among the elements consisting of a game, the character customizing system has advanced poorly when compared with the other elements of a game system. The poor computer graphics technology hindered the emergence of a good quality of a character customizing system. However the need of users for the rich facial expressions together with the rapid advancement of the computer graphic technology have driven the customizing system to provide a high degree of freedom to the extent that items for the face assembly could generate new profits. This paper analyzed the Aion Customizing System based on the art of physiognomy where the facial features of people are studied and analyzed, in order to make various personalized characters to the extent of increased freedom. According to our design, the more sophisticated and complex and subtle character customization system can be devised following the proposed design.

The impact of contents and system characteristics on online game usage : Focused on MMORPG (온라인 게임(MMORPG)의 콘텐츠 특성 및 시스템 특성이 게임이용에 미치는 영향)

  • Cha, Meong-Whan;Kang, So-Ra;Kim, Yoo-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3249-3258
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    • 2010
  • The purpose of this study is to investigate the contents and system characteristics of online game and analyzed how these characteristics are related to the flow and online game usage. For this purpose, we identified character customization, storytelling traits, item properties as the contents characteristics of online game(MMORPG) and user interface and ease of community usage as the system characteristics of online game(MMORPG) based on previous researches and in-depth interviews from MMORPG users. The results of this paper revealed that character customization, storytelling traits and item properties positively influence the flow, however, game reality has not impact on the flow. In the system characteristics, only ease of community usage positively influence the flow at a significant level. Furthermore, it is proven that flow has an impact online game usage. Implications and directions for future research are discussed.

A study on the up-cycling characteristics of the marquage paintings in contemporary fashion (현대패션에 나타난 마카쥬 기법의 업 사이클링 표현 특성)

  • Han, Yeon-Hee;Kim, Jung-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.139-151
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    • 2019
  • This study intends to present the directions for effective up-cycling design using Marquage painting through analysis of trends and the formative characteristics of fashion products. Research was conducted through a literature review (published papers, books and web site contents). Cases were analyzed by examining the contents of web sites of global luxury brands, representative workshops, and social network sites (SNS). The results of the study are categorized as follows, First, Marquage paintings are continuously used by global luxury brands and have developed as an expression of self-ownership and the personalization of one's identity. Second, fashion brands use Marquage painting as a customized service for sales. On the other hand, Marquage paintings are used as a kind of up-cycling to present old goods as brand new ones. Third, the patterns used in Marquage painting were classified into five types: geometric patterns, logo patterns, character patterns, lettering patterns, and art patterns. Moreover, formalization by Marquage patterns is represented by identification, customization, and up-cycling. Finally, to up-cycle the expressive features of Marquage- sustainability, scarcity, storytelling, and originality based on factors of up-cycling need to be reflected.

Research of Convergence Character Customizing Process in Game (게임에서 캐릭터의 융복합 커스터마이징 사례 분석)

  • Ha, Ye-Jin;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.423-431
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    • 2016
  • Customizing system is known as an important factor which affects not only purchase, loyalty and immersion of the user. In this study, we explore the concept of character-customizing system in the early stage of a game; on the basis of it, we compare cases by analyzing and schematizing certain types of systems which many games stick to. Customizing system types are divided into a basic case and a differentiated convergence case; based on it, they are classified into four types: Realistic, Creation, Individual, Additional; plus, another customizing system case out of games is also analyzed. To improve customer loyalty, a system like a differentiated case that attracts user participation is essential. Through a variety of character customization convergence cases shown in this study, we expect them to be used as game production guides. By enlarging the range of the study, we expect further studies to cover more cases.

Design of an Avatar Assembly System based on a Commercial Game Engine (상용 게임엔진 기반의 아바타 조립 시스템의 설계)

  • Kim, Byung-Cheol;Roh, Chang Hyun
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.489-494
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    • 2016
  • Developing 3D games of quality is getting easier as commercial game engines have significantly evolved. It is still difficult, however, for entry-level developers to create various avatars which could affect the entire game because it requires expertise in 3D design and programming. We propose a design of an avatar assembly system based on a commercial game engine, Unity. It includes the assembly, customization, and management of avatars. It also provides an avatar update mechanism via the World Wide Web(WWW) provided by Unity's asset system so that various avatars can be supplied after the initial game distribution.

Contents Creation and Consumption Module System for User Customization Contents Service (사용자 맞춤형 콘텐츠 서비스를 위한 콘텐츠 저작 및 소비 모듈 시스템)

  • Lee, Sang-Jo;Kim, Kwang-Yong;Hong, Jin-Woo;Kim, Chul-Won;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • pp.101-104
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    • 2007
  • Digital content increased much according to the development of an information technique and internet. Many content services are appearing therefore. These would be provide customized digital content to satisfy user request following specific character of user. A digital content must be provided to the structure to be standardized for this. The expression is possible this in MPEG to DID of MPEG-21 framework which is processing the standardization. In this paper, We designed and implemented module that possible to create meta data and to package Digital Item via MPEG-21 DID Standardization based on selected information of consumer.

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