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      • KCI등재후보

        Virtual Camera Movement Bring the Innovation and Creativity in Action Video Games for The Player

        Ruan, Xiaoyin(완소음),Cho, Dongmin(조동민) 한국디지털디자인협의회 2013 디지털디자인학연구 Vol.13 No.3

        Many game players are well familiar with cutscenes. It is usually used as linkage between settings or an award to the player who passed through, or defeated the Boss and it is not controlled by the players. Nowadays, along with the rapid development of 3D and virtual shot technology, more and more games begin to have plenty of cutscenes in the process of the plot development. As a kind of animated pictures, cutscene is mainly used for story-telling. It is quite different from the animated movies that it lies inside the game, stringing up each episode into a full story. Thus the use of shots is much important in the process of designing cutscenes. As for the latest design of 3D animation, its most advantage is the use of virtual shots and impressive performance, and the dexterous use of virtual camera movement can make effects much better than others. This paper will discuss the various use of camera movement in cutscenes of the series games, Resident Evil 2 and Resident Evil 6. Since there was more than ten years between these two games had been developed, the visual effect in game is showing huge diversity due to the difference between the techniques in hardware and software. In this study, lens design freed from technique limitation was used to be compared with that in ten years before. According to the analysis of camera data collected from cutscenes in these two games, along with virtual camera developing, Resident Evil 6 is showing more complex shots, more affluent lens motion ways and more vivid lens effects comparing 10 years before. Therefore, the lens design in game cutscenes should be paid more attention due to the development of virtual camera. In this research, it was found that the players were showing negative feelings for too much this kind of cutscenes in 3D action game. Although game producer though that cutscenes was a very important interactive tool between players, how to balance the game producer and player’s demand should be discussed in the further works.

      • KCI등재후보

        Analysis on the use of Camera Language in Machinima Introduced in 3D Computer Games

        Ruan, Xiaoyin(완소음),Cho, DongMin(조동민) 한국디지털디자인협의회 2013 디지털디자인학연구 Vol.13 No.2

        It is a complicated system to design and develop a video game. Nowadays the game production is developing rapidly, but the design of a video game remains in use of softwares with the basic understanding of fine arts, and few studies can be found. Studying the art of a video game not only includes the vision styles, plots and sounds, but also the connotation and core of a game design. Comparatively, vision art, movie in particular, after a long-time development, has possessed the popular excellent artistic elements and the methods of its performance, such as plots and use of camera. A video game is a video-audio cultural product same as a movie, therefore it is helpful to technically apply those well-developed artistic elements and methods in designing a video game, which can improve the game’s structure, connotation and quality. This research focuses on how to use the camera to making a good machinima. Unlike physical cameras used in traditional film-making, the virtual camera has much better freedom and flexibility. How to gain these virtual camera"s advantages in machinima in 3D games are very fundamental and important. Related studies in camera usage are rare, most of them are in the traditional TV or film area. It has some difficulties to study in virtual camera"s movement. This research first investigates the camera angle, movement and viewpoint of movie cuts from published literatures of sample data which are chosen from 3 popular 3D game: L. A. Noire, Call of Duty: Black Ops and Assassin’s Creed: Revelation, then by way of analyzing data statistics, this research studies the camera language of machinima and generalizes the tendency of camera usage.

      • KCI등재후보

        Game Character Design in Technology Stage : The Limited Factors in Story-Driven Character Design

        Ruan Xiaoyin,조동민(Cho Dongmin) 한국디지털디자인학회 2010 디지털디자인학연구 Vol.10 No.2

        As a good game the content of which should contain interesting character design . Although there have been a variety of characters in the past games the quantity of the characters was limited and thus the degree of it usually was not high since the technological competence of software and hardware was deficiency. As the amount of network traffic is enlarging and computer servo increasing the content of game can be contained and treated with its becoming bigger and bigger even more complex. The character design of game is coming to break away the limitation of technology and is getting to be easier and smoother more creative pluralistic delicate etc. which is the direction required by players. This study will discuss the design of computer game characters. The focus is mainly on the player character (later PC) that as opposed to non-player characters (NPC) is directly controlled by the player. This study goes straight into the character design field of games in terms of version design. The study will make a conclusion based on the character design processes concepts target models and players' perception and try to give suggestions on those issues. This study takes the Qualitative research with game designing groups respectively for data collections. The major point discovered by this study is that the game character design processed can help to increase the smooth of game design process when it is differentiated by the story-driven and art-driven.

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