A Personality Specialized Artificial Emotion for a Scrolling Shooter game

J. Ham, Myung-Bum Jung, Bo-Kyung Seong, Junhyung Park, Min-ho Park, Il-Ju Ko
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Abstract

Previous games including a scrolling shooter game lacked an emotional mechanism according to a personality of character. So characters could only express a simple and short emotion. If characters have emotions that is specialized their personality, they will show emotional response according to their personality. This effect will give emotional stimulus to players, so players' satisfaction and interactivity between characters and players will be improved. Therefore this paper purposes researching and developing an artificial emotion which can express emotions according to situations and character's personality in a scrolling shooter game. We will suggest three methods for our artificial emotions. First one is an emotion analyzing method which receives emotional stimulus and analyzes what kind of emotions have induced. Second one is an emotion controlling method which controls various emotions organically according to time and characters' personality. Last one is an emotion deciding method which decides emotional responses and actions according to emotions of present We made a scrolling shooter game based on an existing scrolling shooter game, and made another version which is applied our artificial emotion for estimating player's satisfaction And we compared and estimated two versions through a questionnaire.
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滚动射击游戏的个性特殊人工情感
包括卷轴射击游戏在内的之前的游戏都缺乏基于角色个性的情感机制。所以人物只能表达一种简单而短暂的情感。如果人物的情感是他们个性的专门化,他们就会根据他们的个性表现出情感反应。这种效果会给玩家带来情感上的刺激,从而提高玩家的满意度和角色与玩家之间的互动性。因此,本文旨在研究和开发一种能够在滚动射击游戏中根据情境和角色个性来表达情感的人工情感。我们将为我们的人工情感提出三种方法。第一种是情绪分析法,即接受情绪刺激,分析产生了什么样的情绪。二是情绪控制法,根据时间和人物性格对各种情绪进行有机控制。最后是一种情绪决定方法,根据当前的情绪来决定情绪反应和行动。我们在已有的一款滚动射击游戏的基础上制作了一款滚动射击游戏,并制作了另一款版本,该版本应用我们的人工情绪来估计玩家的满意度,并通过问卷调查对两个版本进行了比较和估计。
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