• Title/Summary/Keyword: monster

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The Pattern Analysis for Gameplay of RPG(Role-Play Game) Genre base on Smart-phone : Toward 'Blade for Kakao' (스마트폰 기반 RPG 장르의 게임플레이 패턴 분석 : '블레이드 for Kakao'를 중심으로)

  • Han, Sang-Geun;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.38
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    • pp.237-258
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    • 2015
  • This research aims to analyze gamer's behavior pattern on 'Blade for Kakao' RPG genre based on smart-phone. Three subjects were recruited using the concurrent protocol method to conduct ten episodes in region 1. As a result, it derived four behavior patterns according to the combination of space type affordance and the arrangement affordance of obstacle(monster). The result of this research revealed the forward attack arranged for the fixed obstacles in the wide space, the indirect attack as avoid-type arranged for scattered obstacles in the same space, the hunting up attack once arranged for the crowded obstacles in the same space, and the pulling attack arranged for obstacles in the narrow space. Moreover, it revealed the character growth and the optimization of attack method according to the attribute affordance of the obstacle(monster). This research expect to offer the design guideline for game level design to investigate the relationship between the game play and affordance in RPG genre based on smart-phone.

A study of a Japanese goblin character:Centered around the making method of goblins' image (요괴 캐릭터 연구:요괴 이미지의 생성원리를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
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    • s.16
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    • pp.141-163
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    • 2009
  • This paper examined the goblin characters in Japan animation. The meaning of the goblin in this paper is not a just monster. They have a spirit. This concept is based on animism in japanese mind. I attempted a chase of goblin character's making methods. My theoretical approaches lean on the concepts "inter-textuality" of Julia Kristeva and "text" of Roland Barthes. First of all, I compared some beings of the old chinese myth-geographical book with some characters of Japan animation . The making method of goblin characters is two. One is 'Hybrid', the other is 'Mutant'. And than I appled to Japanese traditional image, "Baek-kuy-ya-hang-do"(hundreds of goblins' parade). The making method of goblins is combined to a inter-textual way as hybrid or mutant.

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A Study on Make-up Expression of Horror Character in Horror Movie (공포영화에 나타난 공포 캐릭터의 분장표현 연구)

  • Kim, Yu-Kyoung;Cho, Ji-Na
    • Journal of Fashion Business
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    • v.12 no.5
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    • pp.77-93
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    • 2008
  • The purpose of the study was to examine make-up expression elements of horror characters as an evil spirit, a vampire, a zombie, a monster and a psycho murderer through make-up, focused on horror movies of the United States after1960s. First, an evil spirit was expressed that the pupil grew dim without a focus and the skin was torn by going bad and rot completely. Also, it was expressed that its teeth was changed to pointed canine teeth as a wild beast and its pale and bloodless face showed blood vessels clearly. To express its bloodless and pale skin, air brush was swept into the skin over several times. Its canine tooth was made acryl powder into its shape and was harden to make its shape smooth. Also, it was colored to show people like the real thing. Second, a vampire was expressed by make-up elements as long nails, a sharp canine tooth, a pale skin with a blood vessel and dead eyes. Its rough skin and long nails were manufactured with latex foam, which was colored like the skin. Third, a monster image as a werewolf was expressed by make-up elements as fur, sharp teeth, changed nails and toenails, a rough skin and a face changed to a wolf. Rubber mask and rubber body suit were manufactured as a make-up of special character and so all its body was changed. Fourth, a psycho murderer and body-deformed man were expressed by make-up elements as a distorted mask, swelled-up and deformed skull and face form, terribly deformed body, discolored and hang down skin and teeth with an indeterminate form. Its body and face were manufactured by the foam latex technology according to make-up design as a make-up of special character.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

Analysis of the Storytelling Structure of Digital Animation Trailers - Focus on PIXAR's Animation Trailers (디지털 애니메이션 트레일러의 스토리텔링 구조 분석 - 픽사 애니메이션 사례를 통해)

  • Jang, Tae-Kwon;Ahn, Shin-Hyun;Jun, Bong-Gwan
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.63-69
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    • 2007
  • 트레일러는 2분 내외의 짧은 시간 동안 관객에게 영화의 장점을 소개하여 영화를 소비하게 하는 일종의 영화 광고이다. 인터넷 보급과 스트리밍 기술의 발달은 비교적 용량이 작은 트레일러의 소비를 확산시켰다. 전에 비해 관객이 트레일러를 접하게 되는 경우가 많아지고 있으며, 이로 인해 트레일러 또한 작품 흥행에 영향을 끼치는 중요한 요소로 인식되고 있다. 이에 본 연구에서는 트레일러에 대한 수요 증가와 마케팅에서의 중요성 증가에 맞춰 사례 연구를 통해 효과적인 트레일러 스토리텔링 구조에 대해 분석하였다. 먼저, 영화의 메타정보, 캐릭터, 배경, 사건, 분위기, 기술력 등의 애니메이션 스토리텔링의 주요 요소를 도출하고 몬스터 주식회사(Monster Inc., 2001), 니모를 찾아서(Finding Nemo, 2003), 인크레더블(The Incredibles, 2004) 등 픽사 애니메이션 3가지 사례에서 이들 요소가 등장하는 시점과 비중을 분석함으로써 스토리텔링의 전체적인 구조를 파악하는 사례 연구를 수행하였다.

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The Activation Strategy of Electronic Payment Industry Using Scenario Planning : Focusing Simple Payment (시나리오 플래닝을 통한 국내 전자결제 산업의 활성화 전략 : 간편결제를 중심으로)

  • Han, Chejin;Cho, Keuntae
    • Korean Management Science Review
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    • v.33 no.1
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    • pp.59-75
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    • 2016
  • The domestic simple payment service was not activated yet compared to foreign countries and there are many things to complement in the legal, institutional, and technical aspects. The future image of the domestic electronic payment propulsion was considered by the scenario planning focusing on the simple payment. Total 6 future scenarios were drawn through the scenario planning, and 3 major strategy directions for attaining the preferred future scenario were drawn. This study drew a meaningful scenario through various analyses and industry specialist questionnaire about the future of the simple payment service which will be a crucial change of the domestic electronic payment under the uncertain future situation, and suggested an implication for the government and every interested party who provides the industrial service to prepare for the future.

A study on The Implementation of Monster AI using Finite-State Machine (유한 상태 기계를 이용한 몬스터 AI 구현에 관한 연구)

  • Jo, Jae-Won;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.349-350
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    • 2019
  • 게임에서 장르를 불문하고 모든 몬스터와 NPC는 AI를 가지고 있다. 따라서 적 몬스터 캐릭터와 전투를 즐기는 액션 게임의 경우 그만큼 인공지능이 게임 안에서 차지하는 비율이 높다고 할 수 있을 것이다. 본 논문에서는 FSM, HFSM, BT와 같은 AI 기법을 비교하여 분석하였다. 각 기법에는 주의해야 할 점이 명확하게 존재하기 때문에 구체적으로 어떠한 문제점들이 존재하는지에 대한 결과를 얻는데 연구 목적이 있다. 따라서 몬스터 AI를 구현할 때 각 인공지능 기법의 장단점을 고려하여 설계하여 유지 보수를 줄이는 방법을 연구해야 한다는 것을 확인할 수 있었다.

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Development of a Story Based on RPG Game (스토리 형식의 RPG 게임 개발)

  • Yoon, Dae Hyun;Kim, Soo Kyun;Park, Dong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.221-222
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    • 2020
  • 본 논문은 유니티 엔진을 이용하여 3인칭 육성 게임을 개발하는 것을 목표로 한다. 본 개발 게임에서는 인간족과 오크족으로 나누고, 인간족은 오크족에게 오크족은 인간족에게 대응하기 위해서 자신의 능력을 키우는 것을 기본 배경 시나리오로 계획하였다. 두 종족의 선택에 맞는 스토리 형식의 퀘스트(Quest)로 중립 몬스터를 격파하여, 이를 능력치로 키울 수 있게 하였다. 본 개발 논문에서는 스토리성 퀘스트를 기본으로 하고 있기 때문에 플레이어가 몰입 하기 쉬운 좋은 조건을 장점으로 하고 있다.

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A Study on the Critical Success Factors of Social Commerce through the Analysis of the Perception Gap between the Service Providers and the Users: Focused on Ticket Monster in Korea (서비스제공자와 사용자의 인식차이 분석을 통한 소셜커머스 핵심성공요인에 대한 연구: 한국의 티켓몬스터 중심으로)

  • Kim, Il Jung;Lee, Dae Chul;Lim, Gyoo Gun
    • Asia pacific journal of information systems
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    • v.24 no.2
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    • pp.211-232
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    • 2014
  • Recently, there is a growing interest toward social commerce using SNS(Social Networking Service), and the size of its market is also expanding due to popularization of smart phones, tablet PCs and other smart devices. Accordingly, various studies have been attempted but it is shown that most of the previous studies have been conducted from perspectives of the users. The purpose of this study is to derive user-centered CSF(Critical Success Factor) of social commerce from the previous studies and analyze the CSF perception gap between social commerce service providers and users. The CSF perception gap between two groups shows that there is a difference between ideal images the service providers hope for and the actual image the service users have on social commerce companies. This study provides effective improvement directions for social commerce companies by presenting current business problems and its solution plans. For this, This study selected Korea's representative social commerce business Ticket Monster, which is dominant in sales and staff size together with its excellent funding power through M&A by stock exchange with the US social commerce business Living Social with Amazon.com as a shareholder in August, 2011, as a target group of social commerce service provider. we have gathered questionnaires from both service providers and the users from October 22, 2012 until October 31, 2012 to conduct an empirical analysis. We surveyed 160 service providers of Ticket Monster We also surveyed 160 social commerce users who have experienced in using Ticket Monster service. Out of 320 surveys, 20 questionaries which were unfit or undependable were discarded. Consequently the remaining 300(service provider 150, user 150)were used for this empirical study. The statistics were analyzed using SPSS 12.0. Implications of the empirical analysis result of this study are as follows: First of all, There are order differences in the importance of social commerce CSF between two groups. While service providers regard Price Economic as the most important CSF influencing purchasing intention, the users regard 'Trust' as the most important CSF influencing purchasing intention. This means that the service providers have to utilize the unique strong point of social commerce which make the customers be trusted rathe than just focusing on selling product at a discounted price. It means that service Providers need to enhance effective communication skills by using SNS and play a vital role as a trusted adviser who provides curation services and explains the value of products through information filtering. Also, they need to pay attention to preventing consumer damages from deceptive and false advertising. service providers have to create the detailed reward system in case of a consumer damages caused by above problems. It can make strong ties with customers. Second, both service providers and users tend to consider that social commerce CSF influencing purchasing intention are Price Economic, Utility, Trust, and Word of Mouth Effect. Accordingly, it can be learned that users are expecting the benefit from the aspect of prices and economy when using social commerce, and service providers should be able to suggest the individualized discount benefit through diverse methods using social network service. Looking into it from the aspect of usefulness, service providers are required to get users to be cognizant of time-saving, efficiency, and convenience when they are using social commerce. Therefore, it is necessary to increase the usefulness of social commerce through the introduction of a new management strategy, such as intensification of search engine of the Website, facilitation in payment through shopping basket, and package distribution. Trust, as mentioned before, is the most important variable in consumers' mind, so it should definitely be managed for sustainable management. If the trust in social commerce should fall due to consumers' damage case due to false and puffery advertising forgeries, it could have a negative influence on the image of the social commerce industry in general. Instead of advertising with famous celebrities and using a bombastic amount of money on marketing expenses, the social commerce industry should be able to use the word of mouth effect between users by making use of the social network service, the major marketing method of initial social commerce. The word of mouth effect occurring from consumers' spontaneous self-marketer's duty performance can bring not only reduction effect in advertising cost to a service provider but it can also prepare the basis of discounted price suggestion to consumers; in this context, the word of mouth effect should be managed as the CSF of social commerce. Third, Trade safety was not derived as one of the CSF. Recently, with e-commerce like social commerce and Internet shopping increasing in a variety of methods, the importance of trade safety on the Internet also increases, but in this study result, trade safety wasn't evaluated as CSF of social commerce by both groups. This study judges that it's because both service provider groups and user group are perceiving that there is a reliable PG(Payment Gateway) which acts for e-payment of Internet transaction. Accordingly, it is understood that both two groups feel that social commerce can have a corporate identity by website and differentiation in products and services in sales, but don't feel a big difference by business in case of e-payment system. In other words, trade safety should be perceived as natural, basic universal service. Fourth, it's necessary that service providers should intensify the communication with users by making use of social network service which is the major marketing method of social commerce and should be able to use the word of mouth effect between users. The word of mouth effect occurring from consumers' spontaneous self- marketer's duty performance can bring not only reduction effect in advertising cost to a service provider but it can also prepare the basis of discounted price suggestion to consumers. in this context, it is judged that the word of mouth effect should be managed as CSF of social commerce. In this paper, the characteristics of social commerce are limited as five independent variables, however, if an additional study is proceeded with more various independent variables, more in-depth study results will be derived. In addition, this research targets social commerce service providers and the users, however, in the consideration of the fact that social commerce is a two-sided market, drawing CSF through an analysis of perception gap between social commerce service providers and its advertisement clients would be worth to be dealt with in a follow-up study.

Brutal history of 'The Others' : Yeon Sang-Ho's Animation ('타자'들의 잔혹사 : 연상호 애니메이션)

  • Seo, Soo-Jung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.267-286
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    • 2014
  • Yeon Sang-Ho's Animation occupies an exceptional place in Korean Animation, being categorized as the kind of realism representing the pitiable actuality rather than the liberal and creative imagination. His animation appreciated as 'stories much more real than the reality' mainly depicts the world of 'the others' who resides on the periphery of the society in a rough and straightforward way. Yeon Sang-Ho's Animation represents the emotions and desire of characters as well as the heartless real world refusing the fantasy, through which it reflects the portraits of people living in post-capitalistic era seen from the microscopic view. This article investigates the textual characteristics, defining his animation as the Brutal history of 'The Others'. Two conditions which constitute the actual world in his works are the absurd social system and the characters who are afflicted with the trauma, belonging to the lower classes. Therefore, the landscape of real life which contains vicious victim, corrupted monster and being as 'homo sacer' looks like a painting of hell. Yeon Sang-Ho's Animation summons the shadow of ourselves which has been negated or neglected through the figure of 'the others' produced in post-capitalistic era and exposes our bare face and the uncomfortable truth by displaying the affected area of out society plainly. Furthermore, his works demonstrate the possibility of Korean animation as a representational language of facing the reality and searching for the truth.