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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.

      • KCI등재

        Analysis on the Personality Traits of Cutscene Preference in Action-Adventure Game

        Ruan Xiaoyin(완소음),Cho, Dong Min(조동민) 한국디지털디자인협의회 2014 디지털디자인학연구 Vol.14 No.4

        최근 게임시장은 게임의 기술적 표현의 제한이 자유로워진 후 Game Cutscene의 디자인과 응용적 표현이 절대적으로 필요하게 되었다. 이러한 Cutscene에 대한 게임개발자들의 커다란 관심은 게임유저의 플레이 몰입향상을 위한 감정표현 및 게임리듬제어, 게임내러티브상의 보다 효과적인 역할에 관한 적절한 활용방안에 맞추어 졌다. 따라서, 유능한 Cutscene 디자이너는 사용자중심 디자인, 즉 게임유저의 감성적 디자인 요소 및 감정, 선호도에 관한 UCD 가이드라인을 활용하여 제작해야 한다. 본 연구는 비디오게임에 관한 연구범위를 정하고 동일한 자극환경에 의한 최근 가장 인기있는 5가지 액션 어드벤쳐 게임속의 Cutscene을 추출하여, 개인적 성향에 대한 게임플레이어의 선호도에 영향을 미치는 요인을 연구하였으며 사용자의 개인적 성향은 게임 속 Cutscene의 선호도 보다는 게임장르 영향을 받는다는 결과를 도출하여 게임디자인의 방향성을 제시하고자 한다. 본 논문은 연구가설, 연구조사방법 및 연구프로세스, 연구결과 순으로 요약된다. After breaking away from technical restriction, design and application of cutscene have become an absolutely necessary. Great attentions are currently attached by game developers to the proper utilization of cutscene to play a better role in narrative, emotion rendering and game rhythm control for enhancement of sense of immersion of players. Competent cutscene designers proceed from user center design and user center design guideline focuses on preference, feeling and other emotional design factors of users, or namely players. Specific to video game players, the study will realize factors impacting players’ preference to cutscene in aspects of personality traits through the summarization of service condition of cutscene in five popular action-adventure games. The study contains the results of which show no sufficient evidence for personality traits affecting preference to cutscene but some for attitude and motivation of players more or less affecting their feelings toward cutscenes with basic hypothesis mode, research method and procedures as well as research results.

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