Title
A Study of Walking Motion for Game Character with a Player's Emotional Factors Applied
Abstract
From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this thesis makes walking motion for the game character applied with "human-emotion" factors as statistics variation of a game character in RPG genre. After this thesis implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this thesis divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with "human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.
Year
DOI
Venue
2007
10.1109/SERA.2007.30
Software Engineering Research and Applications
Keywords
Field
DocType
game play,game player,game character,human-emotion factor,character animation theory,statistics factor,commercialized game,emotional factors applied,knight character,design method,rpg genre,facial expressions,facial expression,character animation,computer animation
Simultaneous game,Empathy,Data mining,Game mechanics,Computer science,Character animation,Cognitive psychology,Game design,Facial expression,Sequential game,Computer animation,Multimedia
Conference
ISBN
Citations 
PageRank 
0-7695-2867-8
0
0.34
References 
Authors
0
2
Name
Order
Citations
PageRank
Hyunah Kang100.34
Mijin Kim2449.04