Technical Sketches

Games

Thursday, 16 December | 9:00 AM - 10:45 AM | Room 308A

Presented in English / 영어로 발표 됨

Session Chair

Young J. Kim

Modeling Player Performance In Rhythm Games

A method for modeling skill level in a rhythm game by building probabilistic models of how well the player is able to match a technically perfect execution.

Lingfeng Yang
Square Enix Co., Ltd.

Integrating Lip-Synch Into Game Production Workflow: Sengoku BASARA 3

This skeetch describes integration of automated lip-synch (lip synchronization) into production of Sengoku BASARA 3, a PS3/Wii game by Capcom.

Shin’ichi Kawamoto
ATR/JAIST

Tatsuo Yotsukura
OLM Digital Inc.

Satoshi Nakamura
NICT

Junya Yamamoto
Capcom Entertainment, Inc.

Tsunenori Shirahama
Capcom Entertainment, Inc.

Hakuei Yamamoto
Capcom Entertainment, Inc.

Measuring Interest in Linear Single-Player FPS Games

This study measured attention levels to identify points of high player interest in linear single-player FPS games.

Kenneth Chan
Tokyo University of Technology

Koji Mikami
Tokyo University of Technology

Kunio Kondo
Tokyo University of Technology

EDGE: An Easy Design Tool for Rapid Game Development

With EDGE, game designers without programming skills can make game events and effects.

Hwan-Soo Yoo
University of Seou

Seong-Whan Kim
University of Seoul

Ok-Hue Cho
Chung-Ang University