원문정보
An expression of emotion for character in the on-line game through autonomous agent
초록
영어
Attempt of various form are made for game. An on-line game is application processes event, which reacts according to condition. Animation of character is expressed according to event. An emotion is decided by message queue's iteration achievement. This treatise does not plan event of game to simple processing system and propose autonomous emotion expression system of FuSM's game character. Interaction increase of game with the actuality the world resembling that to do express, and it can augment sociality. Game space is action space by simple iteration, which convert to space that can express users. This treatise may offer various elements to game take part in users.
목차
ABSTRACT
Ⅰ. 서 론
Ⅱ. 관련연구
2.1 관련 연구 및 동향
2.2 객체의 감정 결정을 위한 논리
2.3 기존 게임에서의 감정 처리 방법
Ⅲ. 감정표현을 위한 시스템설계
3.1 감정의 표현 방법
3.2 게임 캐릭터의 감성지성의 패턴
3.3 감정 패턴에 따른 가중치 측정
3.4 감정의 논리
Ⅳ. 감정시스템에 대한 평가
4.1 감정 시스템의 FuSM의 감정 패턴
4.2 FuSM의 기억 모델 설계
Ⅴ. 결론
참고문헌