• Title/Summary/Keyword: Game Characters

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A study of character development aspect of fantasy genre trans-media contents -Focusing on A 'Song of Ice and Fire'- (판타지 장르 트랜스미디어 전개 양상 연구 -얼음과 불의 노래를 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.383-422
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    • 2018
  • In this paper, I study the development of character in the fantasy genre of trans-media contents. In this study, I studied the novel " Songs of Fire and Ice " from the existing fantasy genre, and found that the content was expanded to include characters and features that were important to compared with the other fantasy genre content. Late fantasy genre writers since The Lord of the Rings have inherited a sort of genre of standards, and have established the genre of high fantasy. The genre has a typical characteristic of heroic characters or group adventures, based on the stage 12 heroic epic by mythologist Joseph Campbell. So the body of this paper will explore the journey of the heroic character in " Songs of Fire and Ice" and will be compared to the mythic motif and to the heroic epic narrative, and then find out the exceptional features of " Songs of Fire and Ice " as a fantasy genre.

The Study on Positioning of Giant Characters of Sci-Fi Movies & Games in Media Convergence Ages (미디어융복합 시대에서 SF영화와 게임에 등장하는 거대캐릭터 포지셔닝 연구)

  • Joo, Jin-Su;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.349-357
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    • 2015
  • Giant character used various SF movies and games in media convergence ages, and is essential for giant character in success contents. It This study defined giant character of SF movies and games, it analysed the eight of external characteristics and internal characteristics of giant character in SF movies and games. The external characteristics defined shape, silhouette, size and color, the internal characteristics defined fear, satanism, image and story focus, playfulness. Above, it was structured positioning model of giant character based eight characteristics and analyzation of example of SF movies and games. The elements of positioning model of giant characters are darkness, huge, abnormal, human, animal, fear, satanism, story focused, image focused and playfulness, and this study was proposed these model of elements of eight in SF movies and games.

Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.55-61
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    • 2020
  • In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.

The Analysis of Online Games with the Lens of Interactivity: The Case of World of Warcraft (상호작용성 관점의 온라인 게임 분석: World of Warcraft를 중심으로)

  • Kim, Yong-Young;Jin, Seok-Hyung;Kim, Mi-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3486-3494
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    • 2010
  • It is of great importance to categorize the genres of online games in order to get a useful conceptual framework. The reason for this is so that we can distinguish between the similarities and differences between the types of games. Most of researches, however, have not provided common criteria, other than subjective criteria or experiences. This paper finds the fundamental characteristic of games, that is, their interactivity and develops a conceptual framework including primary and corresponding participants, and controlling characters. Through an empirical research on World of Warcraft, this study shows that the framework is comprehensive covering all of interactivity at WoW and an useful tool for analyzing online games.

Design and Development of Virtual Reality Exergame using Smart mat and Camera Sensor (스마트매트와 카메라 센서를 이용한 가상현실 체험형 운동게임 시스템 설계 및 구현)

  • Seo, Duck Hee;Park, Kyung Shin;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.12
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    • pp.2297-2304
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    • 2016
  • In this study, we designed and developed the virtual reality Exergame using the smart mat and the camera sensor for exercises in indoor environments. For detecting the gestures of a upper body of users, the KINECT camera based the gesture recognition algorithm used angles between user's joint information system was adopted, and the smart mat system including a LED equipment and Bluetooth communication module was developed for user's stepping data during the exercises that requires the gestures and stepping of users. Finally, the integrated virtual reality Exergame system was implement along with the Unity 3D engine and different kinds of user' virtual avatar characters with entertainment game contents such as displaying gesture guideline and a scoring function. Therefore, the designed system will useful for elders who need to improve cognitive ability and sense of balance or general users want to improve exercise ability and the indoor circumstances such home or wellness centers.

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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On the Attractive Teaching Methods of Mathematics for High School students in Island's region (도서지역 고등학생을 위한 흥미로운 수학지도 방안)

  • Park, Hyung-Bin;Lee, Heon-Soo
    • Journal of the Korean School Mathematics Society
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    • v.8 no.4
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    • pp.481-494
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    • 2005
  • In this study, the goal is to spread profound knowledge and theory through providing with accumulated methods in mathematics education to the students who are relatively neglected in educational benefits. The process is divided into 3 categories: mathematics for obtaining common sense and intelligence, practical math for application, and math as a liberal art to elevate their characters. Furthermore, it includes the reasons for studying math, improving problem-solving skills, machinery application learning, introduction to code(cipher) theory and game theory, utilizing GSP to geometry learning, and mathematical relations to sports and art. Based on these materials, the next step(goal) is to train graduate students to conduct researches in teaching according to the teaching plan, as well as developing interesting and effective teaching plan for the remote high school learners.

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Analyzing Core Competence for Culture Contents Industry Ecosystem -based on Kyunggi Region- (경기도 문화콘텐츠산업의 지역착근성 기반 산업생태계 핵심역량 분석)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.672-677
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    • 2016
  • This study examined the relative industry competence of Kyunggi regional area. The LQ index was applied to estimate the competence of 11 culture contents. In the case of the amount of revenue, cartoon, characters, knowledge information, and publishing showed a relative high competence over LQ 1.0. Regarding the number of companies, cartoon, music, game, character, and knowledge information showed LQ of more than 1.0. The criteria of the number of employees indicated publishing, cartoon, game, character industry to be significant. The common LQ index result of 3 criteria suggested cartoon and character industry to be influential. This indicates that the flow among knowledge, information and person in a regional industry cluster are most important for promoting industry core competence.

Warping of 2D Facial Images Using Image Interpolation by Triangle Subdivision (삼각형 반복분할에 의한 영상 보간법을 활용한 2D 얼굴 영상의 변형)

  • Kim, Jin-Mo;Kim, Jong-Yoon;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.55-66
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    • 2014
  • Image warping is a technology to transform input images to be suitable for given conditions and has been recently utilized in changing face shape of characters in the field of movies or animation. Mesh warping which is one of warping methods that change shapes based on the features of face forms warping images by forming rectangular mesh groups around the eyes, nose, and mouth and matching them 1:1. This method has a problem in the resultant images are distorted in the segments of boundaries between meshes when there are errors in mesh control points or when meshes have been formed as many small area meshes. This study proposes a triangle based image interpolation technique to minimize the occurrence of errors in the process of forming natural warping images of face and process accurate results with a small amount of arithmetic operation and a short time. First, feature points that represent the face are found and these points are connected to form basic triangle meshes. The fact that the proposed method can reduce errors occurring in the process of warping while reducing the amount of arithmetic operation and time is shown through experiments.

Development and Application of Automatic Motion Generator for Game Characters (게임 캐릭터를 위한 자동동작생성기의 개발과 응용)

  • Ok, Soo-Yol;Kang, Young-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.8
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    • pp.1363-1369
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    • 2008
  • As game and character animation industries are growing, techniques for reproducing realistic character behaviors have been required in various fields. Therefore, intensive researches have been performed in order to find various methods for realistic character animation. The most common approaches to character animation involves tedious user input method, simulation with physical laws based on dynamics, and measurement of actors' behaviors with input devices such as motion capture system. These approaches have their own advantages, but they all have common disadvantage in character control. In order to provide users with convenient control, the realistic animation must be generated with high-level parameters, and the modification should also be made with high-level parameters. In this paper we propose techniques for developing an automated character animation tool which operates with high-level parameters, and introduce techniques for developing actual games by utilizing this tool.