5th ACIS International Conference on Software Engineering Research, Management & Applications (SERA 2007) A Study of Walking Motion for Game Character with a Player?s Emotional Factors Applied Haeundae Grand Hotel, Busan, South Korea August 20-August 22 ISBN: 0-7695-2867-8
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/SERA.2007.30
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.
Citation:
Hyunah Kang, Mijin Kim, "A Study of Walking Motion for Game Character with a Player?s Emotional Factors Applied," sera, pp.911-916, 5th ACIS International Conference on Software Engineering Research, Management & Applications (SERA 2007), 2007 Usage of this product signifies your acceptance of the Terms of Use. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||