• Title/Summary/Keyword: monster

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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.

Risk Monitor Development for On-Line Maintenance (가동중 정비를 위한 Risk Monitor 개발)

  • 김길유;한상훈;김태운
    • Journal of the Korean Society of Safety
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    • v.12 no.4
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    • pp.21-26
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    • 1997
  • Korea Atomic Energy Research Institute (KAERI) developed a risk monitor called Risk Monster which supports for plant operators and maintenance schedulers to monitor plant risk and to avoid high peak risk by rearranging maintenance work schedule. Risk Monster can update the plant risk continuously according to the change of system/component configuration since Risk Monster reevaluates the plant risk based on the Probabilistic Safety Assessment (PSA) results. A brief description of Risk Monster is provided. The PSA model of UCN 3, 4 nuclear power plant was converted by KAERI to Risk Monster model. Using this Risk Monster model, a feasibility study of the on-line maintenance of an Essential Service Water (ESW) pump was performed. On-line maintenance of one ESW pump has been shown to be acceptably safe, and has economic benefits. In addition, it is not a violation of technical specification to continue plant operation with an out-of-service ESW pump.

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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.

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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What Is a Monster Narrative? Seven Fragments on the Relationship between a Monster Narrative and a Catastrophic Narrative (괴물서사란 무엇인가? - 괴물서사에서 파국서사로 나아가기 위한 일곱 개의 단편 -)

  • Moon, Hyong-jun
    • Cross-Cultural Studies
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    • v.50
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    • pp.31-51
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    • 2018
  • The concept of 'monsters' have become popular, again, in recent times. A number of 'monster narratives' that discuss monsters such as zombies, humanoids, viruses, extraterrestrials, and serial killers have been made and re-made in popular media. Noting such an interesting cultural context, this article attempts, first, to find out some essential prototypical elements of a monster narrative and, second, to relate it with a catastrophic narrative. Correspondingly, the word 'monster' has been used as a conceptual prototype category that denies universal and clear definition, which makes it as one of the most widely used and familiar subjects of the use of metaphor. The prototypical meanings of various monster figures can be converged on a certain creature of being in this way held out as bizarre, curious, and abnormal. The monster figure that surpasses existing normality is also connected to 'abjection,' such as something that is cast aside from the body such as the bodily functions seen in its associated blood, tears, vomit, excrement, or semen, and so on. Nevertheless, both the monster figure and abjection produce disgust and horror in the minds of ordinary spectators or readers of media using this metaphor to heighten excitement for the viewers. The abject characteristic of the monster figure also has something in common with the posthuman figure, meaning to apply to a category of inhuman others who are held outside of the normal category of human beings. In the similar vein, it is natural that the most typical monster figures in our times are posthuman creatures embodied in such forms as seen with zombies, humanoids, cyborgs, robots, and so on. In short, the monster figure includes all of the creatures and beings that disarray normalized humanist categories and values. The monster narrative, in the same sense, is a type of story that tells about others outside modern, anthropocentric, male-centered, and Westernized categories of thought. It can be argued that a catastrophic narrative, a literary genre which depicts the world where a series of catastrophic events demolish the existing human civilization, ought to be seen as a typical modern-day monster narrative, because it also discounts and criticizes normalized humanist categories and values as is the result of the monster narrative. Going beyond the prevailing humanist realist narrative that are so familiar with existing values, the catastrophic narrative is not only a monster narrative per se, but also a monstrous narrative which disrupts and reinvents currently mainstream narratives and ways of thinking.

Strangers and Hospitality in Mary Shelley's Frankenstein (메어리 셸리의 『프랑켄슈타인』에 나타난 이방인과 환대의 문제)

  • Oh, Bonghee
    • Journal of English Language & Literature
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    • v.57 no.1
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    • pp.51-72
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    • 2011
  • This paper explores the issue of strangers and of hospitality in Mary Shelley's Frankenstein, based on Kant's concept of hospitality as "the right of a stranger" and on Derrida's discussion of hospitality. It first examines the similarities between the domestic relations within the Frankenstein family and Frankenstein's relation to the monster: an effort to create unity out of a multiplicity of elements, and what can be called a "debt economy." Then, reading the animation scene of the monster as a version of the advent of a stranger, it deals with the question of hospitality. More specifically, the arrival of Clerval immediately follows the animation of the monster because it effectively dramatizes the paradox that there is no hospitality without hostility. The opposition and the apposition between hospitality and hostility are also seen in the De Lacey family's welcoming Safie and rejecting the monster. Frankenstein's failure and the De Lacey family's failure to welcome the monster show that hospitality as "right" exemplified by Kantian hospitality does not apply to a stranger like the monster who has neither name nor relation and who is categorized into what Derrida terms "an absolute other." This paper also looks at Safie's problematic subversion against her father, which loses its subversive charge in the context of racial relations between Turkish Mahometans and European Christians. Safie's father looms large in the context of the issue of hospitality because his episode suggests that the category of race causes hospitality to malfunction.

Risk Monster를 이용한 On-Line Maintenance

  • 김길유;박창규
    • Proceedings of the Korean Nuclear Society Conference
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    • 1996.05b
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    • pp.713-718
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    • 1996
  • Risk Monster는 한국원자력연구소에서 개발한 risk monitor로서 발전운영시 및 정비계획시 원전의 기기 운영 상태 (=Configuration)의 실제 변경이나 계획시 이에 따른 원전의 안전성 (또는 Risk)를 평가 및 감시하는 시스템이다. 안전성은 노심손상 빈도를 가지고 평가하며 이 Risk Monster의 국내 원전에의 활용, 특히 on-line maintenance시의 활용을 모색하였다. 외국에서처럼 국내 원전에서도 risk monitor를 이용한 on-line maintenance를 실시 하여 원전의 경제성 및 안전성을 향상 시켜야 한다.

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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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Shelley's Frankenstein and Rousseau's Essay on the Origin of Languages (언어와 감정-셸리의 『프랑켄슈타인』과 루소의『언어의 기원론』)

  • Kim, Sang-Wook
    • Journal of English Language & Literature
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    • v.54 no.4
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    • pp.483-509
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    • 2008
  • For the last decades, criticism on Frankenstein has tried to make a link between Victor's Creature and Rousseaurean "man in a state of nature." Like the Rousseaurean savage in a state of animal, the monster has only basic instincts least needed for his survival, i.e. self-preservation, but turns into a civilized man after learning language. Most critics argue that, despite the monster's acquisition of language, his failure in entry into a cultural and linguistic community is the outcome of a lack of sympathy for him by others, which displays the stark existence of epistemological barriers between them. That is to say, the monster imagines his being the same as others in the pre-linguistic stage but, in the linguistic stage, he realizes that he is different from others. Interpreting the Rousseaurean idea of language, which appears in his writings, as much more focused on emotion than many critics think, I read the dispute between Victor and his Creature as a variation of parent-offspring conflict. Shelley criticizes Rousseau's parental negligence in putting his children into a foundling hospital and leaving them dying there. The monster's revenge on uncaring Victor parallels the likely retaliation Rousseau's displaced children would perform against Rousseau, which Shelley imaginatively reproduces in her novel. The conflict between the monster and Victor is due to a disrupted attachment between parent and child in terms of Darwinian developmental psychology. Affective asynchrony between parent and child, which refers to a state of lack of mutual favorable feelings, accounts for numerous dysfunctional families. This paper shifts a focus from a semiotics-oriented perspective on the monster's social isolation to a Darwinian perspective, drawing attention to emotional problems transpiring in familial interactions. In doing so, it finds that language is a means of communicating one's internal emotions to others along with other means such as facial expressions and body movements. It also demonstrates that how to promote emotional well-being in either familial or social relationships entirely depends on the way in which one employs language that can entail either pleasure or anger on hearers' part.

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.