Technical Sketches


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

Tatsuo Yotsukura
OLM Digital Inc.

Satoshi Nakamura

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