{"title":"The Artificial Emotion Model of Game Character through Analysis of Cognitive Situation","authors":"Mijin Kim","doi":"10.1109/ICCIT.2009.165","DOIUrl":null,"url":null,"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.","PeriodicalId":112416,"journal":{"name":"2009 Fourth International Conference on Computer Sciences and Convergence Information Technology","volume":"32 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 Fourth International Conference on Computer Sciences and Convergence Information Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCIT.2009.165","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
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.
本研究基于认知心理学视角的人工情感研究模型,提出了对与用户互动最显著的游戏内容进行利用的可能性。在设计虚拟作为与用户直接交流媒介的游戏角色人工情感模型时,将认知心理学领域的代表性情感模型OCC情感模型应用于游戏情境,设计CROSS (character Reaction On Specific Situation)人工情感系统,使其成为游戏策划阶段的预可视化工具。该研究有望通过对不同游戏用户情绪反应的具体利用,扩展现有游戏玩法系统的多样化。