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      Virtual Camera Movement Bring the Innovation and Creativity in Action Video Games for The Player - Analysis on Cutscenes in Resident Evil 2 and Resident Evil 6 as an example -

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      https://www.riss.kr/link?id=A103871441

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      다국어 초록 (Multilingual Abstract)

      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.
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      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 o...

      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.

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      참고문헌 (Reference)

      1 Klejver, R, 2002

      2 Herbert, Z, "Sight, Sound, Motion: Applied Media Aesthetics" 2010

      3 Jenkins, H., "Gamedesign as narrative architecture, In First Person. New Media as Story, Performance, and Game" Mit Press 2004

      4 Gérard, B., "Esthétique du cinéma" Presses Universitaires de France 1994

      1 Klejver, R, 2002

      2 Herbert, Z, "Sight, Sound, Motion: Applied Media Aesthetics" 2010

      3 Jenkins, H., "Gamedesign as narrative architecture, In First Person. New Media as Story, Performance, and Game" Mit Press 2004

      4 Gérard, B., "Esthétique du cinéma" Presses Universitaires de France 1994

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2018 평가예정 신규평가 신청대상 (신규평가)
      2017-12-01 평가 등재후보 탈락 (계속평가)
      2016-01-01 평가 등재후보학술지 유지 (계속평가) KCI등재후보
      2015-12-01 평가 등재후보로 하락 (기타) KCI등재후보
      2014-12-29 학회명변경 영문명 : 미등록 -> Korea Digital Design Society KCI등재
      2011-01-01 평가 등재학술지 유지 (등재유지) KCI등재
      2008-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2007-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2006-01-01 평가 등재후보학술지 유지 (등재후보1차) KCI등재후보
      2004-07-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.53 0.53 0.5
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.49 0.48 0.814 0.11
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