The Impact on Visual Surfing Effects of the Character Designs of Web-Games

碩士 === 國立臺灣科技大學 === 設計研究所 === 95 === Visual surfing in Web-games provides richly in game character designs and the varieties of character designs will deliver different visual surfing effects. This research is conducted through literature and current survey analysis to gain a concise knowledge in th...

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Main Authors: Chung-pei Huang, 黃中沛
Other Authors: Regina W.Y Wang
Format: Others
Language:zh-TW
Published: 2007
Online Access:http://ndltd.ncl.edu.tw/handle/33909797142533732990
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description 碩士 === 國立臺灣科技大學 === 設計研究所 === 95 === Visual surfing in Web-games provides richly in game character designs and the varieties of character designs will deliver different visual surfing effects. This research is conducted through literature and current survey analysis to gain a concise knowledge in the design method of character design in the visual surfing of Web-games. And with experimenting method to study the factors which have impact on visual surfing effects by exploring the variables of “quantitative outer corners” and “distance from the center of edge line to the center of form” in relating to the character design formation. The research results can provide as the reference base during the “pre- game stage” for game designers to base upon when designing the shape of a game character in order to enrich the picture frame during the game visual surfing. It is also allowed to set the level of the game and to help designers to create fun and excellent Web-games for visual surfing. According to the survey from the types of current web-games and integrating the studies of the scholars that are concluded in classification of the following eight categories: they are “actions,” “strategic,” “adventurous,” “sports,” “by characters,” “intellectual games,” “simulations” and “high speed competitions.” However, this research is mainly discussed on “visual surfing of Web-games” which is under the “intellectual games” category. In addition, the present on-line games such as “visual surfing of Web-games,” “condition and other information column” and “game zone” are using mostly in right-left parallel type. The results found in form classifications; there is 46% of game character form that has matched straight line form to a plane and 54% that has matched curve line to a plane, among which the geometrical shape is 63% and free form is 37%, therefore, the “geometrical shape” is the major quantitative representational form in game character design. This research study were from the variables of “quantitative outer corners” and “distance from the center of edge line to the center of form,” and based on the variables come with “accuracy of visual surfing” and “time spent on visual surfing.” More accurately speaking, the amount of units between three (level one) to twelve (level four) of “quantitative outer corners,” the ratio accuracy of visual surfing of “quantitative outer corners” stayes on even numbers unit which is superior to odd numbers unit. In addition, the number stayes at point fifteen centimeters (level one) to one point ninety-five centimeters ( level three) of the“ distance from the center of edge line to the center of form” the smaller the distance the higher accuracy in visual surfing, in other words, should the distance fall between point fifteen centimeters and one point ninety-five centimeters, it will show an opposite phenomena between“ distance from the center of edge line to the center of form” and ration accuracy in visual surfing. And the contour that is formed by ratio accuracy in “quantitative outer corners” at three (level one) and “distance from the center of edge line to the center of form” at point fifteen (level one), the highest accuracy falls at ninety-five point four percent and it can be served as the base reference for designing the contour of the game character design. Furthermore, the contour that is formed in “quantitative outer corners” at nine (level three) and “distance from the center of edge line to the center of form” at one point ninety-five centimeters (level three), its ratio accuracy falls at the lowest of thirty-two point three percent, and the game designer can make good judgment of the data depending on the level of the games. In terms of visual surfing effects, the more “quantitative outer corners” in game character shapes, the longer time for visual surfing will require. The bigger “distance from the center of edge line to the center of form” in game character shapes, the longer time for visual surfing will also require. From above research result we can learn that through the adjustment of parameters of “quantitative outer corners” and “distance from the center of edge line to the center of form” of game character design shapes can determine the influential controlled factors of the shapes which have great impact on visual surfing effects.
author2 Regina W.Y Wang
author_facet Regina W.Y Wang
Chung-pei Huang
黃中沛
author Chung-pei Huang
黃中沛
spellingShingle Chung-pei Huang
黃中沛
The Impact on Visual Surfing Effects of the Character Designs of Web-Games
author_sort Chung-pei Huang
title The Impact on Visual Surfing Effects of the Character Designs of Web-Games
title_short The Impact on Visual Surfing Effects of the Character Designs of Web-Games
title_full The Impact on Visual Surfing Effects of the Character Designs of Web-Games
title_fullStr The Impact on Visual Surfing Effects of the Character Designs of Web-Games
title_full_unstemmed The Impact on Visual Surfing Effects of the Character Designs of Web-Games
title_sort impact on visual surfing effects of the character designs of web-games
publishDate 2007
url http://ndltd.ncl.edu.tw/handle/33909797142533732990
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spelling ndltd-TW-095NTUS56190102015-12-11T04:04:32Z http://ndltd.ncl.edu.tw/handle/33909797142533732990 The Impact on Visual Surfing Effects of the Character Designs of Web-Games 網站遊戲角色形狀設計對於視覺搜索績效之影響 Chung-pei Huang 黃中沛 碩士 國立臺灣科技大學 設計研究所 95 Visual surfing in Web-games provides richly in game character designs and the varieties of character designs will deliver different visual surfing effects. This research is conducted through literature and current survey analysis to gain a concise knowledge in the design method of character design in the visual surfing of Web-games. And with experimenting method to study the factors which have impact on visual surfing effects by exploring the variables of “quantitative outer corners” and “distance from the center of edge line to the center of form” in relating to the character design formation. The research results can provide as the reference base during the “pre- game stage” for game designers to base upon when designing the shape of a game character in order to enrich the picture frame during the game visual surfing. It is also allowed to set the level of the game and to help designers to create fun and excellent Web-games for visual surfing. According to the survey from the types of current web-games and integrating the studies of the scholars that are concluded in classification of the following eight categories: they are “actions,” “strategic,” “adventurous,” “sports,” “by characters,” “intellectual games,” “simulations” and “high speed competitions.” However, this research is mainly discussed on “visual surfing of Web-games” which is under the “intellectual games” category. In addition, the present on-line games such as “visual surfing of Web-games,” “condition and other information column” and “game zone” are using mostly in right-left parallel type. The results found in form classifications; there is 46% of game character form that has matched straight line form to a plane and 54% that has matched curve line to a plane, among which the geometrical shape is 63% and free form is 37%, therefore, the “geometrical shape” is the major quantitative representational form in game character design. This research study were from the variables of “quantitative outer corners” and “distance from the center of edge line to the center of form,” and based on the variables come with “accuracy of visual surfing” and “time spent on visual surfing.” More accurately speaking, the amount of units between three (level one) to twelve (level four) of “quantitative outer corners,” the ratio accuracy of visual surfing of “quantitative outer corners” stayes on even numbers unit which is superior to odd numbers unit. In addition, the number stayes at point fifteen centimeters (level one) to one point ninety-five centimeters ( level three) of the“ distance from the center of edge line to the center of form” the smaller the distance the higher accuracy in visual surfing, in other words, should the distance fall between point fifteen centimeters and one point ninety-five centimeters, it will show an opposite phenomena between“ distance from the center of edge line to the center of form” and ration accuracy in visual surfing. And the contour that is formed by ratio accuracy in “quantitative outer corners” at three (level one) and “distance from the center of edge line to the center of form” at point fifteen (level one), the highest accuracy falls at ninety-five point four percent and it can be served as the base reference for designing the contour of the game character design. Furthermore, the contour that is formed in “quantitative outer corners” at nine (level three) and “distance from the center of edge line to the center of form” at one point ninety-five centimeters (level three), its ratio accuracy falls at the lowest of thirty-two point three percent, and the game designer can make good judgment of the data depending on the level of the games. In terms of visual surfing effects, the more “quantitative outer corners” in game character shapes, the longer time for visual surfing will require. The bigger “distance from the center of edge line to the center of form” in game character shapes, the longer time for visual surfing will also require. From above research result we can learn that through the adjustment of parameters of “quantitative outer corners” and “distance from the center of edge line to the center of form” of game character design shapes can determine the influential controlled factors of the shapes which have great impact on visual surfing effects. Regina W.Y Wang 王韋堯 2007 學位論文 ; thesis 114 zh-TW