Advanced SearchSearch Tips
Representation of Game Character Using Measurement Information of Player's Physical Status
facebook(new window)  Pirnt(new window) E-mail(new window) Excel Download
  • Journal title : Journal of Korea Game Society
  • Volume 15, Issue 6,  2015, pp.7-16
  • Publisher : Korea Game Society
  • DOI : 10.7583/JKGS.2015.15.6.7
 Title & Authors
Representation of Game Character Using Measurement Information of Player's Physical Status
Park, So-Hee; Kim, Bo-Sung; Park, Jong-Seung;
  PDF(new window)
To improve the sense of unity between game players and game world avatars, we propose a method to measure game player's physical status and manipulate game character appearances and behavior using the measurements. To measure the status, we implemented a hardware module that perceive the body temperature. We implemented a 3D horror game whose game space is a common subway space ordinarily encountered in daily life so that ordinary people can easily get used to the game environment. The experiments of applying the measurement data from the game player to the game world avatar shows that the player's physical status can be effectively utilized to improve the sense of reality in gameplay.
Measurement;Game Character;Horror Game;
 Cited by
H. Chang, "An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users: focus on Nintendo Wii", Journal of Korea Game Society, Vol. 10, No. 2, pp.21-27, 2010.

Clark C. Abt, "Serious games", Viking Press, New York, p. 176, 1970.

Y.J. Hong, "Concept of Serious Game and Industry Trend," Korea information processing society review, Vo. 17, No. 1, pp. 17-26, 2010.

J.H. Lee, "Future Serious Game: Focus on Market Change," Korea Multimedia Society, Vol. 15, No. 2, pp. 34-41, 2011.

C. Bischke, "Biofeedback Implementation in a Video Game Environment", Proc. International Conf. Information Technology: New Generations, pp. 78-83, 2014.

A. Maricic, H.P. Leang, "Biofeedback Computer Game-Based Training", 47th International Symposium ELMAR, pp. 185-188, 2005.

G.M. Lyons, P. Sharma, M. Baker, S. O'Malley, A. Shanahan, "A computer game-based EMG biofeedback system for muscle rehabilitation", IEEE Conf. Engineering in Medicine and Biology Society, pp. 1625-1628, 2003.

H.G. Kim, "Technology and Market Trends Analysis on Interactive Mobile Grame", Proc. Spring Conf. Korea Entertainment Industry Association, pp165-169, 2013.

S.H. Kim, B. Chae, "Design of game interface based on 3-Axis accelerometer for physical Interactive game", Journal of Korean Institute of Intelligent Systems, Vol. 19, No. 4, pp. 538-544, 2009. crossref(new window)

K.Y. Chung, "Vital Signal Monitoring Simulation System by Various Visual Stimulus", Journal of the Korea Contents Association, Vol. 11, No. 1, pp.1-8, 2011.

S.H. Bae, C.H. Lee, "Development of Game Input Device Using Bio-signal", Journal of The Korean Society for Computer Game, Vol. 2, No. 23, pp. 107-112, 2010.

K. Kim, Y. Han, W. Jung, Y. Lee, J. Kang, H. Choi, C. Mun, "Technical Development of Interactive Game Interface Using Multi-Channel EMG Signal", Journal of Korea Game Society, Vol. 10, No. 5, pp. 65-73, 2010.

H. Mansor, M. Shukor, S. Meskam, N. Rusli, N. Zamery, "Body Temperature Measurement for Remote Health Monitoring System", IEEE Conf. Smart Instrumentation, Measurement and Applications, pp. 25-27, 2013.

Y. Kim, K. Chung, K. Ahn, J. Kim, "The Game Optimization using the Action Patterns of Monster in Mobile Arcade Game", Journal of Internet Computing and Services, Vol. 8, No. 6, pp.103-114, 2007.

J.W. Yoon, K.S. Oh, "A study on Amusement Fear of Video Game and Player's Response", Journal of Korea Game Society, Vol. 9, No. 2, pp. 3-12, 2009.