Academic literature on the topic 'Video game characters'

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Journal articles on the topic "Video game characters"

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Kou, Yue. "An Analysis of Character Design in Video Games." Communications in Humanities Research 14, no. 1 (2023): 186–91. http://dx.doi.org/10.54254/2753-7064/14/20230455.

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Video games are a very common entertainment activity in life, and with the advancement of technology, they have become available on all kinds of electronic devices. Every year, countless console, online, and mobile games are released to great acclaim in the gamer community, and many games that have been released for many years are still regarded as masterpieces by their enthusiasts. The success of a game and its appeal to gamers depend in large part on the quality of the games CG art. Game CG art often includes scenes, props, characters, creatures, buildings, and other types of art, and excell
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Burgess, Jacqueline, and Christian Jones. "The Female Video Game Player-character Persona and Emotional Attachment." Persona Studies 6, no. 2 (2021): 7–21. http://dx.doi.org/10.21153/psj2020vol6no2art963.

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This research, using online qualitative survey questions, explored how players of the PlayStation 4 console game, Horizon Zero Dawn, formed emotional attachments to characters while playing as, and assuming the persona of the female player-character, Aloy. It was found that the respondents (approximately 71% male) formed emotional attachments to the female player-character (PC) and non-player characters. Players found the characters to be realistic and well developed and they also found engaging with the storyworld via the female PC a profound experience. This research advances knowledge about
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Josslyn Amelie and Elda Franzia Jasjfi. "ANALISIS VISUAL SPLASH ART KARAKTER LUX PADA GAME “LEAGUE OF LEGENDS”." Jurnal Dimensi DKV: Seni Rupa dan Desain 8, no. 2 (2023): 223–38. http://dx.doi.org/10.25105/jdd.v8i2.18398.

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The Visual Analysis of Lux Character’s Splash Art on the Game of “League of Legends”. Splash art is a definition that is mostly used in most video games to show the visualization of a playable character in the game. Besides splash art having interesting illustrations, splash art often shows the character's lore to the players, so the player is interested and manifested to play the character or to use the skin on the character. The use of composition is one of the biggest factors that affect the choice to tell the character’s story within its splash art. One of the video games that have splash
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Brahmana, Ariel Marsha Luana, and Banung Grahita. "Analyzing the Adaptation of Ramayana Wayang Characters in Code Atma Video Game." Ultimart: Jurnal Komunikasi Visual 16, no. 1 (2023): 114–24. http://dx.doi.org/10.31937/ultimart.v16i1.3230.

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Promotion of Wayang is important for future generations to continue cherish the value, meaning and pure passion just like how it is intended to be. As a traditional culture surviving the modern era, a modern adaptation is one of the many ways to promote towards the younger generations alongside other modern pastimes. The game “Code Atma” developed by Agate in 2020 has attracted the younger generation due to its appealing character design, that is a modern rendition to what is familiar, traditional culture. To ensure focus of the research, the chosen Code Atma characters would be the ones from
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Ergen, İsmail. "Generating video game characters using StyleGAN2." JOURNAL OF AWARENESS 8, no. 1 (2023): 57–61. http://dx.doi.org/10.26809/joa.1974.

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GANs have been getting better and better each year. The state of the art GAN models for generating 2D images have become so good it is hard to differentiate generated images nowadays. In this paper we create 3 different sparse data sets from video game assets and train them with StyleGAN2 to generate new artwork based on the previously existing artworks of the video game in question
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Shedko, I. I. "Pictorial Sources of the Images of Mythological Creatures in the Video Game Nioh." Art & Culture Studies, no. 4 (December 2022): 502–27. http://dx.doi.org/10.51678/2226-0072-2022-4-502-527.

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The purpose of this article is to review the characters in the two-part Japanese video game series Nioh so as to identify their origins and artistic relationships with the visual arts. Based on the names and appearance of the characters created in the game, the author attempts to perform a comparative analysis of the images in the game and those known in Japanese art. The subject of the research is identifying and studying the connection between the art of the past and modern video game character design on the example of the Nioh video game series, using the methods of art analysis. Modern res
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Bykhanova, Maria A. "MEDIATIZATION METHODS OF FOLKLORE CHARACTERS IN VIDEO GAMES. THE CASE OF “YAGA” GAME." Folklore: structure, typology, semiotics 6, no. 2 (2023): 97–111. http://dx.doi.org/10.28995/2658-5294-2023-6-2-97-111.

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The article is devoted to the mediatization of mythological characters of Slavic folklore by means of an example of the video game “Yaga”, created by Breadcrumbs Interactive studio in 2019. The mediatization of folklore allows us to see how traditional ideas are transformed when they get into the media environment and how folklore is “translated” into the language of the media. In this case, a computer game is considered as a text consisting of various (visual, verbal, etc.) signs. The author undertook structuralsemiotic analysis of the character system of video games that is used both in folk
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K., Anupama, and G. K. Chithra. "Of Castration Anxiety and Hypersexualized Female Bodies: A Critical Assessment of the Objectifying Gaze in Batman: Arkham Video Game Series." Theory and Practice in Language Studies 12, no. 9 (2022): 1921–29. http://dx.doi.org/10.17507/tpls.1209.26.

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This article builds upon Laura Mulvey’s idea of the Male Gaze to conduct a feminist reading of the video game series Batman: Arkham (2009-2015). It does so by using Bechdel Test to analyze the depiction of the major female characters appearing in the series. The article investigates why portrayal of the women characters in video games is always problematic and how Batman: Arkham franchise becomes yet another transmedia text that fails in showing its female characters accurately. The textual analysis of the games confirms that the video game industry protects and perpetuates male privilege thro
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Le Hy, Ronan, Anthony Arrigoni, Pierre Bessière, and Olivier Lebeltel. "Teaching Bayesian behaviours to video game characters." Robotics and Autonomous Systems 47, no. 2-3 (2004): 177–85. http://dx.doi.org/10.1016/j.robot.2004.03.012.

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Desai, Neesha, and Duane Szafron. "Enhancing the Believability of Character Behaviors Using Non-Verbal Cues." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 1 (2021): 130–35. http://dx.doi.org/10.1609/aiide.v8i1.12514.

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Characters are vital to large video game worlds as they bring a sense of life to the world. However, background characters are known to rarely exhibit any sign of motivated behavior or emotional state. We want to change this by assigning these characters emotions that can be identified through their non-verbal behavior. We feel the addition of emotion will allow players to feel more connected to the game world and make the game world more believable. This paper presents the results of an experiment to test two ways of conveying emotion: 1) through a character's gait and 2) through a character'
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Dissertations / Theses on the topic "Video game characters"

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Rajkowska, Paulina. "Roles of female video game characters and their impact on gender representation." Thesis, Uppsala universitet, Medier och kommunikation, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225393.

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Due to immense popularity of video games the author investigates the presence of gender portrayal within them. The purpose of this study is to thoroughly analyse a general phenomenon, such as gender, within video games to develop a better understanding of its particularities in this form of media and to expand the general body of knowledge on video games as a research topic. As prior literature shows, gender within video games can be either defined by its biased and sexualized character or by a tendency towards equality and strength for woman. To explain those varied results the author introdu
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Archibald, Audon G. "Implicit and Explicit Racial Attitude Responses to Casts of Video Game Characters." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1707312/.

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Prior research has established a relationship between playing video games containing stereotyped representations of traditionally marginalized groups and resulting negative attitudes towards those groups. Yet, very little work has examined video games containing more positive, non-stereotyped representations and whether these diverse casts have inverse effects resulting in positive attitudes following exposure, an effect demonstrated in television media. The current study makes use of two paradigms, one based on short-term priming theory concerning immediate exposure to media, and one on long-
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Persson, Louise. "To Kill or Not to Kill : The Moral and Dramatic Potential of Expendable Characters in Role-playing Video Game Narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12347.

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Killing in role-playing video games is often a prominent feature. Most of the times, the characters killed are nameless criminals or minions of the true antagonist and if the game wants the player to kill, the player will most probably kill. This research was conducted to see how a dynamic narrative could affect a player’s choice of whether or not to kill expendable adversaries when a choice was provided. Participants played an interactive narrative in two different versions, followed by interviews, to see how narrative consequences and mechanisms for moral disengagement affected the players’
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Teetsel, Sarah M. "Musical Memory of the Player, Characters, and World of The Legend of Zelda Video Game Series." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1431710749.

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Paananen, A. (Anniina). "The development of the character of Lara Croft as manifested in the dialogue between her and other characters in the Tomb Raider reboot video game." Bachelor's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201706072625.

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The purpose of this thesis is to examine the development of the character of Lara Croft by analysing her dialogue with four other characters in the video game Tomb Raider, from 2013. The four other characters are Conrad Roth, Samantha “Sam” Nishimura, Alex Weiss and Dr James Whitman. In analysing the dialogue, content analysis was used in order to discover common themes in Lara Croft’s relationships with the other characters. The themes found in the dialogue are strength, trust, affection, guilt and acceptance. These themes appear differently in her relationships, each of which revealing a dif
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Washburn, Megan E. "Dynamic Procedural Music Generation from NPC Attributes." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2193.

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Procedural content generation for video games (PCGG) has seen a steep increase in the past decade, aiming to foster emergent gameplay as well as to address the challenge of producing large amounts of engaging content quickly. Most work in PCGG has been focused on generating art and assets such as levels, textures, and models, or on narrative design to generate storylines and progression paths. Given the difficulty of generating harmonically pleasing and interesting music, procedural music generation for games (PMGG) has not seen as much attention during this time. Music in video games is essen
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Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communicati
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Oakley, Samuel. "White by Default: An Examination of Race Portrayed by Character Creation Systems in Video Games." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1563874480029597.

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Evans, Bruce. "The Message in the Mechanics: Designing Game Mechanics that Reflect a Character’s Mental State." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555615050474514.

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Unéus, Danielle, and Emil Christenson. "Transgender in Games : A Comparative Study of Transgender Characters in Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-330774.

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This thesis contains an analysis of transgender characters in games. The method for selecting the characters was based on the importance of the character in the game with the requirement that the game must have sold at least half a million units. The goal was to analyse well-known characters in gaming history to get an overview of how the game industry has represented transgender in games. Out of 102 characters only six of them met the requirements and have been analysed with the use of queer theory. Gender and how the characters break the norms of what is feminine and what is masculine is in
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Books on the topic "Video game characters"

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Blom, Joleen. Video Game Characters and Transmedia Storytelling. Amsterdam University Press, 2023. http://dx.doi.org/10.5117/9789463722957.

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Characters are a vital aspect of today’s transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters’ identities and affect their possible destinies. Games subvert the idea that fictional pers
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Rovin, Jeff. Videogame characters. Facts on File, 1997.

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Sheldon, Lee. Character development and storytelling for games. Thomson Course Technology, 2004.

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Diary of the legendary Ender Dragon. [CreateSpace Independent Publishing Platform], 2015.

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Erik, Demski, ed. How to draw Sly Cooper & friends. Scholastic, 2006.

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Publishing, Herobrine. Diary of a Minecraft Zombie: Back to Scare School. Zack Zombie, 2015.

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Publishing, Herobrine. Diary of a Minecraft Zombie: Insides Out. Zack Zombie, 2016.

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Sop'ŭt'ŭ, Enssi. Lineage: Art book. Sigongsa, 2017.

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100 greatest video game characters. Rowman & Littlefield, 2017.

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Blom, Joleen. Video Game Characters and Transmedia Storytelling: The Dynamic Game Character. Amsterdam University Press, 2023.

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Book chapters on the topic "Video game characters"

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Aldred, Jessica. "Characters." In The Routledge Companion to Video Game Studies, 2nd ed. Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-62.

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Rainoldi, Mattia, Arne Van den Winckel, Joanne Yu, and Barbara Neuhofer. "Video Game Experiential Marketing in Tourism: Designing for Experiences." In Information and Communication Technologies in Tourism 2022. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94751-4_1.

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AbstractWhile film and television have a long tradition in tourism marketing, the potential of video games is overlooked. This study unlocks a novel era of marketing by investigating the interplay between experiential factors and in-game experiences, and how they may contribute to one’s intention to visit in-game destinations. By taking Assassin’s Creed Odyssey as the study context, game world dynamics, level of immersion, level of freedom, connection to characters, and sense of realism are identified as the five pillars that shape gaming experiences. Drawing upon experience design, this study lays the groundwork for emerging marketing opportunities using video games for tourism and contributes to the broader field of media-induced tourism literature.
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Vozaru, Miruna. "Reclaiming Agency." In Mental Health | Atmospheres | Video Games. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-007.

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The chapter explores the fluctuations in the relationship between the player and the avatar during the course of the game, and its potential for a more complex and inclusive portrayal of characters living with mental health issues.
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Blom, Joleen. "The Player’s Interpretative Agency and the Developer’s Disruptive Powers: How Blizzard Enforces Authorial Intention in Overwatch." In Modes of Esports Engagement in Overwatch. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-82767-0_4.

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AbstractDue to constant internet connection many games nowadays require developers of games such as Overwatch to alter the structure of their video games directly and frequently. This chapter argues that, because of such modern technologies, Blizzard is able to change the meaning of the game content whenever it wants so that players are constantly forced to follow the changing authorial intention if they wish to continue playing the game. An illustrative example of game content to which authorial intention is applied are the Overwatch’s heroes, where the players’ interpretations of the characters as game pieces and fictional beings are systematically outplayed by the developer. This chapter thus demands to critically re-evaluate our perception of the author’s influence over the interpretation of a cultural product.
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Thompson, Nathan. "“Sexified” Male Characters: Video Game Erotic Modding for Pleasure and Power." In Queerness in Play. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90542-6_11.

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Chen, XiaoLong, Kaustubha Mendhurwar, Sudhir Mudur, Thiruvengadam Radhakrishnan, and Prabir Bhattacharya. "Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters." In Motion in Games. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16958-8_39.

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Ney, Muriel, Celso Gonçalves, Nicolas Blacheff, Claudine Schwartz, and Jean-Luc Bosson. "Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity." In Transactions on Edutainment IV. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14484-4_20.

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Díaz, Guillermo, and Andrés Iglesias. "Intelligent Behavioral Design of Non-player Characters in a FPS Video Game Through PSO." In Lecture Notes in Computer Science. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-61824-1_27.

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Díaz, Guillermo, and Andrés Iglesias. "Swarm Intelligence Scheme for Pathfinding and Action Planning of Non-player Characters on a Last-Generation Video Game." In Advances in Intelligent Systems and Computing. Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-3728-3_34.

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Berger, Arthur Asa. "Video Game Consoles and Video Games: Everyone’s a Hero." In Gizmos or: The Electronic Imperative: How Digital Devices have Transformed American Character and Culture. Palgrave Macmillan US, 2015. http://dx.doi.org/10.1007/978-1-137-56545-7_7.

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Conference papers on the topic "Video game characters"

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Bruzzi, Lucas Macedo, and Rosilane Ribeiro da Mota. "THIS ISN’T MY CRASH BANDICOOT - A Critical Analysis of Character Redesign in Video Games." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.233971.

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It’s common for the look of game characters to change over the years and adapt to reach new audiences. This research was developed to understand which artistic aspects should be taken into consideration to create a more believable character redesign using Crash Bandicoot as the subject of analysis. This article analyses two distinct redesigns of the same video game character and compares them to the first designs, comparing different artistic elements like conceptualization, workflow and execution.
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Alonso, Eloi, Maxim Peter, David Goumard, and Joshua Romoff. "Deep Reinforcement Learning for Navigation in AAA Video Games." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/294.

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In video games, \non-player characters (NPCs) are used to enhance the players' experience in a variety of ways, e.g., as enemies, allies, or innocent bystanders. A crucial component of NPCs is navigation, which allows them to move from one point to another on the map. The most popular approach for NPC navigation in the video game industry is to use a navigation mesh (NavMesh), which is a graph representation of the map, with nodes and edges indicating traversable areas. Unfortunately, complex navigation abilities that extend the character's capacity for movement, e.g., grappling hooks, jetpack
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Murphy, Christian, Sudhir Mudur, Daniel Holden, Marc-André Carbonneau, Donya Ghafourzadeh, and Andre Beauchamp. "Appearance Controlled Face Texture Generation for Video Game Characters." In MIG '20: Motion, Interaction and Games. ACM, 2020. http://dx.doi.org/10.1145/3424636.3426898.

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Gallimore, Jennie J., Blake Ward, Adrian Johnson, et al. "Human Perceptions of Nonverbal Behavior Presented Using Synthetic Humans." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82641.

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Synthetic humans are computer-generated characters that are designed to behave like humans for the purpose of training or entertainment. The purpose of this study was to evaluate the perceptions of subjects interacting with synthetic humans to determine their responses to nonverbal behaviors, realism, and character personality. This study was part of a research program to develop a virtual game to train awareness of nonverbal communication for cross-cultural competency (3C). Three synthetic humans were created with different levels of realism with respect to their facial movements and skin tex
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Cobos, Miguel, and Carlos Borja. "Video game design to promote environmental conservation." In Human Systems Engineering and Design (IHSED 2021) Future Trends and Applications. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe1001143.

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The objective of this research was to design a video game to promote environmental conservation in school children. This work was based on the SUM methodology as well as the considerations proposed by Schell and Rogers. Working meetings were held with the data obtained from the research instruments, aiming to place the project in a context close to the participants, so that the final product would be very familiar to them; then the characters that should also be within the context and the script as a key piece in the telling of the story were determined. To generate the video game design docum
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Pena, Luis, Sascha Ossowski, Jose M. Pena, and Jose A. Sanchez. "EEP — A lightweight emotional model: Application to RPG video game characters." In 2011 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2011. http://dx.doi.org/10.1109/cig.2011.6032000.

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Arroyo-Palacios, Jorge, Mahdi Azmandian, and Steven Osman. "Bringing Video Game Characters into the Real World on a Holographic Light Field Display." In IVA '19: ACM International Conference on Intelligent Virtual Agents. ACM, 2019. http://dx.doi.org/10.1145/3308532.3329423.

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Fuchigami, Akane, and Masashi Yamada. "Effects of Color of Clothes on the Impressions of a Male Character in a Video Game." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004996.

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Clothes are one of the important factors which express personalities. It is true in the cases of characters appearing in video games. It is thought that colors play an important role to determine the impressions for the clothes and the person who wears them. In the present study, effects of color of the clothes on the impressions of a male character appearing in a video game are investigated. In the video game “CODE VEIN,” a player selects a human avatar and the design of the clothes the character wears. The avatars and the clothes are produced by 3D modeling. In the present study, a male char
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Du, Jinchun, Bojie Shen, Shizhe Zhao, Muhammad Aamir Cheema, and Adel Nadjaran Toosi. "Efficient Object Search in Game Maps." In Thirty-Second International Joint Conference on Artificial Intelligence {IJCAI-23}. International Joint Conferences on Artificial Intelligence Organization, 2023. http://dx.doi.org/10.24963/ijcai.2023/618.

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Video games feature a dynamic environment where locations of objects (e.g., characters, equipment, weapons, vehicles etc.) frequently change within the game world. Although searching for relevant nearby objects in such a dynamic setting is a fundamental operation, this problem has received little research attention. In this paper, we propose a simple lightweight index, called Grid Tree, to store objects and their associated textual data. Our index can be efficiently updated with the underlying updates such as object movements, and supports a variety of object search queries, including k neares
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Basawapatna, Ashok, Alexander Repenning, Mark Savignano, Josiane Manera, Nora Escherle, and Lorenzo Repenning. "Is drawing video game characters in an hour of code activity a waste of time?" In ITiCSE '18: 23rd Annual ACM Conference on Innovation and Technology in Computer Science Education. ACM, 2018. http://dx.doi.org/10.1145/3197091.3197136.

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