SCOPUS
0Citation Export
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.advisor | Laine Teemu | - |
| dc.contributor.author | NORI DAVID JOHANNES SAMUEL | - |
| dc.date.issued | 2024-02 | - |
| dc.identifier.other | 33662 | - |
| dc.identifier.uri | https://aurora.ajou.ac.kr/handle/2018.oak/38847 | - |
| dc.description | 학위논문(석사)--미디어학과,2024. 2 | - |
| dc.description.abstract | Procedural animations can allow a game to utilize its real-time and nonlinear_x000D_ <br>elements in a different way making animations feel responsive and_x000D_ <br>appealing. This study was conducted in order to show which qualities semi-_x000D_ <br>and fully procedural animation methods can add to the responsiveness and_x000D_ <br>appeal of an endless runner game. It used freely available projects (Rosen,_x000D_ <br>2019/2023) and methods to create game animations that were found both_x000D_ <br>responsive and appealing to players. The sample size of the study was 24_x000D_ <br>participants (mean age: 26) where over half of the participants were either_x000D_ <br>Vietnamese or Korean, while the remaining were mainly from Asia, apart_x000D_ <br>from two of the participants. A combination of descriptive statistics, two-way_x000D_ <br>AnoVAs and correlation tests were used to analyze self ratings of_x000D_ <br>enjoyment, performance, control, responsiveness, appeal, quality, and_x000D_ <br>character design. In order to contribute with qualitative findings to previous_x000D_ <br>research (Normoyle & Jörg, 2018) that inspired the study, initial coding for_x000D_ <br>thematic analysis was used to find common themes and specific qualities_x000D_ <br>affecting the different measures focusing on responsiveness and appeal._x000D_ <br>Based on its results this study articulates rough guidelines for creators to_x000D_ <br>discover what qualities to focus on when developing procedural animation_x000D_ <br>systems. The semi- and fully procedural animation techniques bring benefits_x000D_ <br>to both responsiveness and appeal, where the fully procedural animation_x000D_ <br>system used requires programming experience but provides smooth results,_x000D_ <br>while the semi- procedural animation technique provides creative freedom_x000D_ <br>for animators not well-versed in programming. This study demonstrates how_x000D_ <br>different qualities affect responsiveness and appeal of a stylized primate_x000D_ <br>character through participants’ ratings and opinions about the character in a_x000D_ <br>simple endless runner game. In the fully procedural version, comments on_x000D_ <br>qualities like character transition delays upon landing/ jumping and moving_x000D_ <br>straight through branches instead of following the curve of these, all_x000D_ <br>negatively affected responsiveness, while appeal was affected positively by how the motion was said to breathe life into an otherwise unappealing and_x000D_ <br>robot-like character design. Semi-procedural versions negatively affected_x000D_ <br>responsiveness because of qualities that complicate landing prediction as_x000D_ <br>well as the character’s obscured eyes, which also detracted from the appeal_x000D_ <br>of the character. Movements that were considered less ape-like also_x000D_ <br>impacted appeal negatively such as the jump while the more ape-like_x000D_ <br>movements such as the swing and slide animations had a positive effect on_x000D_ <br>it. Overall, qualities affecting responsiveness negatively were the character’s_x000D_ <br>speed, clunky turning mechanics, lack of control for the jump and swing_x000D_ <br>were subject to grief in all versions, while the double jump feature had a_x000D_ <br>positive effect. The implications of the study are simpler avenues for rapid_x000D_ <br>prototyping of semi-procedural animations that bring satisfactory results_x000D_ <br>within a short time-frame for a game development project. | - |
| dc.description.tableofcontents | Introduction 1_x000D_ <br>Background 7_x000D_ <br> Perceived Responsiveness 7_x000D_ <br> Appeal in Character Animation 8_x000D_ <br> Procedural animation 9_x000D_ <br>Method 11_x000D_ <br> Stimuli 11_x000D_ <br> Creating Responsive Animations 18_x000D_ <br> Creating Appealing Animations 21_x000D_ <br> Gameplay Experiment 22_x000D_ <br> Player Participants 22_x000D_ <br> Experiment setup 22_x000D_ <br> Survey data collection 23_x000D_ <br> Follow-up Interview 24_x000D_ <br> Data analysis 24_x000D_ <br>Results 25_x000D_ <br> Quantitative gameplay results 25_x000D_ <br> Enjoyment 25_x000D_ <br> Performance 26_x000D_ <br> ANOVA 27_x000D_ <br> Qualitative Gameplay Results 29_x000D_ <br> Common Themes 29_x000D_ <br> Familiarization and Shift in Focus 30_x000D_ <br> Responsiveness 30_x000D_ <br> Expectations of Gameplay, Controls and Animations 33_x000D_ <br> Appeal 34_x000D_ <br> Feature Requests, Missing Features & Music 35_x000D_ <br>Discussion 38_x000D_ <br> On Enjoyment 38_x000D_ <br> On Responsiveness and Appeal 39_x000D_ <br> Game ‘Feel’ as it relates to Responsiveness 39_x000D_ <br> Game Context as it relates to Appeal 40_x000D_ <br> Applying the Game Fundamentals 40_x000D_ <br> On Other Qualities 41_x000D_ <br> Contribution and Implications of the study 43_x000D_ <br> Limitations 45_x000D_ <br> Future work 46_x000D_ <br>Conclusion 50_x000D_ <br>References 52_x000D_ <br>Appendix 62_x000D_ <br>_x000D_ | - |
| dc.language.iso | eng | - |
| dc.publisher | The Graduate School, Ajou University | - |
| dc.rights | 아주대학교 논문은 저작권에 의해 보호받습니다. | - |
| dc.title | Qualities Affecting Player Experience of Procedural and Semi-Procedural Character Animations | - |
| dc.title.alternative | 플레이어 경험에 영향을 미치는 절차적 및 반절차적인 캐릭터 애니메이션의 특성 | - |
| dc.type | Thesis | - |
| dc.contributor.affiliation | 아주대학교 대학원 | - |
| dc.contributor.department | 일반대학원 미디어학과 | - |
| dc.date.awarded | 2024-02 | - |
| dc.description.degree | Master | - |
| dc.identifier.url | https://dcoll.ajou.ac.kr/dcollection/common/orgView/000000033662 | - |
| dc.subject.keyword | animation appeal | - |
| dc.subject.keyword | character animation | - |
| dc.subject.keyword | procedural animation | - |
| dc.subject.keyword | responsiveness | - |
| dc.subject.keyword | semi-procedural animation | - |
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