云雷纹在游戏角色服饰中的应用研究外文翻译资料

 2022-11-12 07:11

2009 Fourth International Conference on Computer Sciences and Convergence Information Technology

The Artificial Emotion Model of Game Character through Analysis of Cognitive Situation

Mijin Kim

Division of Digital Contents Dongseo University Busan, South Korea mjkim@dongseo.ac.kr

Abstract—This study is proposing the possibility of utilization for the game contents that have the most noticeable interaction with users based on the artificial emotion study model of cognitive psychological perspective. For designing the artificial emotion model of the game character, which is virtual being the medium for direct communication with users, the representative emotion model in the cognitive psychology field, OCC emotion model, is applied to the situations in the game in order to design the CROSS (Character Reaction On Specific Situation) artificial emotion system and to make it a pre- visualization tool that can be utilized for the stage of planning a game. Such study is expected to extend the diversification of the existing game play system through the specific utilization of emotional response of different game users.

Keywords- Artificial Emotion; Cognitive Situatio; Game Character; Emotion Model

  1. INTRODUCTION

The artificial emotion study has been actively conducted in the experimental study field through emotional implantation of robot, which is applied by the theoretical research of the psychology field and emotional intelligence- typed computer technology; and recently, such concern about the digital contents field in which cyber characters are utilized tends to be growing. Especially, games are the field that has the most characteristic interaction, yet their contents are notably uniform because the game play system in operation is rather inclined toward the existing commercial perspective. One of the methods to increase the playability itself and to avoid such uniformity can be the application of artificial emotion model appropriate for the game character and visualization of its contents in order to eventually obtain the diversification of the most important fun-related factor of the game.

The development of game industry has brought the birth of game character which is visually close to the reality; currently movements for breathing emotion into game characters using avatar or emoticon, etc. However, online games only express the results made by simple input on the graphic through the primary input (emotion related words filtering by chatting) and so on, and this is merely an expression of proper motions but not an expression of emotional response of the character itself to different situations. Thus, there is a growing demand for the necessity of artificial emotion system which draws the active

emotional response automatically in a game. In such circumstances of games, this study is intended to control the emotional state of game character (Virtual characters) which functions as a passage of interaction between the user, who is representing himself/herself, and other users more actively and freely through the works of pre-visualization.

  1. BACKGROUND

Researches in emotion were conducted until the 19th century mainly from a psychological perspective. Wundt, the German physiologist in the last 19th century, regarded the functioning of the mind as physiology, but not as reasoning; and accordingly, study in emotion was carried out on an experimental scientific basis beyond the level of psychological study. With the birth of behavioral theory in the early 20th century, study in the internal status of human was claimed to be impossible for emotion is something that one knows for himself/herself and cannot be verified by others. However, the theory of cognition in the middle of 20th century has been constantly developed, claiming that the operation of computer is much the same as the way a human solves a problem and that a humans emotion and consciousness also can be expressed in an operation process. Also, based on the basis of artificial intelligence technology, experiments and studies for its utilization are being conducted in different fields[1].

Wilson(2002) is approaching and categorizing emotion into three levels. The most upper level is what we call, momentary emotions, which indicate the temporary actions we take toward an event that occurs. The next level is the mood ; it is an emotional status that lasts a little longer due to the temporary emotions accumulated. These two levels are based upon our personality. Personality is turned up at all time and this is an attitude shown at any time with/without emotions. Each level has its own priority; when deciding what action to take, the momentary emotions take precedence over the mood and human emotions over his/her personality.

It is an important factor to understand the state of game user that shows up at different moments through various interactions for efficient designing. Accordingly, this study limits the momentary emotion to emotion of users who interact with game characters and focuses particularly on the artificial emotion of character in the RPG game which has the most characteristic importance of emotion out of game genres[2].

978-0-7695-3896-9/09 $26.00 copy; 2009 IEEE DOI 10.1109/ICCIT.2009.165

489

TABLE I. A SURVEY OF 535 GAME PLAYERS WHO WERE ASKED OF THE IMPORTANCE OF EMOTION BY THE GENRE OF GAME

Game Genre

Percentage

Emotions in Games

Role Playing Games

78%

-competitiveness

-violence/excitement

-accomplishment

-frustration and wanting to overcome it

-danger

-hate

-honor/loyalty/integrity

-awe and wonder

-delight

-beauty

-sadness

-compass

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游戏角色的人工情感模型

游戏角色的特点

游戏角色与基于不同工业领域和创作的作品中所使用的角色有所不同。

在电影和动画中,角色的性格随着故事的发展而变得清晰;

在游戏中,角色的性格是随着角色的动作和玩家的控制而逐渐形成的。

电影或动画中的人物,其性格是由早期的游戏故事形成的,可以说是虚构的。

然而,游戏中所使用的角色作为游戏的媒介确实具有虚拟性,但它的实际功能是帮助游戏通过角色进入游戏世界。

游戏角色的身份可以通过赋予玩家在游戏第一阶段未定义的角色的性格来确定。

如果玩家对游戏角色有这样的认同感,他/她就能更投入游戏。

游戏角色可以按照游戏故事虚构存在的虚构角色和实际游戏玩法的机械角色进行划分,如图4所示。

机械角色分为由玩家直接处理的玩家角色和由计算机控制的NPC(非玩家角色)。

游戏的角色分为直接控制的玩家角色球员,这些字符如敌人,商人,导游,等谁尚未控制的球员谁是感动人工智能或脚本由游戏系统和已经采取的行动包括运动、散步、跑步、攻击等球员的性格[9]。

从2004年到2007年最流行的5个MMORPG系列游戏来看,非玩家角色(以下简称NPC)似乎有些被动,如表2所示。

他们不采取行动走出特定的区域,站在指定的位置,并为用户提供交互,如商店事务、任务和信息传递。

NPC只采取固定模式的动作,而不考虑用户角色的外观、属性和技能。

最近推出的mmorpg试图通过向npc添加不同的动作来提供更多的移动效果,但它们在一定程度上满足了用户的满意度,并且不能将它们连接到能够对游戏中感知到的情况或用户角色的特征或状态做出有机反应的动作上。

究其原因,MMORPG游戏的主要乐趣因素在于战斗系统,所以除了战斗之外,其他通过角色间互动交流的游戏设计系统并没有得到应用。

这种现象并没有帮助开发娱乐的基本乐趣因素,因为它只是在大量引入MMORPG游戏的同时,在内容上产生了统一的游戏因素。

因此,本研究提出的CROSS(Character Reaction On Specific Situation)人工情感系统,试图通过应用所建立的认知情感模型,为用户提供新的乐趣因素,帮助规划收益模型的多种变化

现实人类的情感进入认知过程,在不同的情境下进行人工空间的博弈。

交叉(人物对特定情境的反应)的人工情感系统

交叉人工情感系统通过可视化PC或NPC在游戏中对随机情况的情感状态,有效地进行MMORPG游戏的主要变量任务设计、与对应角色的交互设计和物品设计。

跨系统主要由三个组织组成。

首先,在OCC情感模型的认知过程结构中,运用MMORPG中的全局任务操作,与对应角色交互,获取额外的项目,来安排合适的情感类型。

其次,通过情感编辑器实时保存用户的情感数据,通过对情感的恰当评价来计算情感的强度。

第三,运用衰减函数,衰减函数表示情绪强度随时间的降低。

最后,将基于情感生成器的情感类型和强度与上述因素结合运用到游戏世界地图中,实现实时可视化。

bull;事件的可取性

在各种情绪模型中,OCC模型的认知过程包含了游戏情境的整体部分,具有较高的相似替代可能性。

因此,对[表2]中调查的五种类型进行了分析;

OCC情感模型映射的三个情绪等情况下的游戏,从事件中,代理,和对象的主要变量OCC情感模型的认知过程结构,评估标准画出特定的情绪和主要玩这款游戏的情况下同样对应。

(见表3)

同时,基于OCC情感模型过程,从PC(游戏角色、用户)的位置绘制一定的情感衍生图;

黑色区域是PC的情感类型,可以从特定的任务派生。

(见表4)

bull;情绪发生器:情绪条件规则

为了通过事件的适宜性来衡量情绪的强度,选择了视觉模拟量表(VAS[10]),该量表采用Donald D. Price的质量实验方法,具体测量了游戏《WOW[11]》的欲望强度和期望强度,该游戏基于quest,具有良好的可玩性,并取得了商业上的成功;

生成了能够输入用户情绪水平并收集数据的情绪编辑器。

bull;情绪发生器:衰减功能

反馈过程将减少代理的情绪,并将它们反映回情绪生成器。

这个过程对于现实的情感模型很重要。

情绪不会随着原因的消失而消失,而是会随着时间的推移而衰减。

——一个常数phi;衰变积极情绪

,另一个用来衰减常数delta;是负面情绪

我将phi;lt;delta;,积极情绪衰减速度,因为直觉负面情绪似乎更持久。

积极情绪0.1 lt; lt;delta;phi;lt; 0.3和0.4 lt; 0.5

bull;结果

交叉系统设计作为一种预可视化工具被开发出来,可以在规划游戏阶段对用户响应进行具体的游戏系统设计,如图7所示。

vi.结论

本研究以认知视角研究人类情感的OCC模型为基础,设计了跨系统,并将其实现为游戏规划阶段的预可视化工具,为游戏角色绘制合适的人工情感模型。

可以说,它有一个高水平的利用率,因为它避免了现有的游戏内容的一致性和对于不同的游戏风格提出了一个系统的特定应用程序用户的情绪反应是当前的发展趋势的一个重要视角游戏内容。

承认

这项工作由韩国政府资助的韩国国家研究基金会资助(2009-0071200)

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