A Study on Kansei Imagery of Game Character Design Using Support Vector Machine

碩士 === 南台科技大學 === 多媒體與電腦娛樂科學系 === 99 === In this study, proposes a Kansei engineering approach to research a case study of the most popular in Taiwan market in the massively multiplayer online role-playing game "World of Warcraft ", to analyze the role of modeling and art design. First, co...

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Main Authors: Feng-Yueh Kao, 高豐岳
Other Authors: Ming-Yuhe Chang
Format: Others
Language:zh-TW
Published: 99
Online Access:http://ndltd.ncl.edu.tw/handle/04633297849627554437
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spelling ndltd-TW-099STUT86410132016-11-22T04:13:40Z http://ndltd.ncl.edu.tw/handle/04633297849627554437 A Study on Kansei Imagery of Game Character Design Using Support Vector Machine 應用支援向量機與感性工學於遊戲怪物角色設計之研究 Feng-Yueh Kao 高豐岳 碩士 南台科技大學 多媒體與電腦娛樂科學系 99 In this study, proposes a Kansei engineering approach to research a case study of the most popular in Taiwan market in the massively multiplayer online role-playing game "World of Warcraft ", to analyze the role of modeling and art design. First, collected samples of the game's monster role. According to type Analysis of samples from deconstruct shape. Through focus groups survey discussion, the selection of key design modeling. The definition of each feature point and draw a monster form features of the role of the table. The second step for a monster character design Kansei survey, through questionnaires to samples of all subjects were evaluated. The questionnaire data through factor analysis (FA) extraction of representative adjectives of the response scales. The representation of adjectives as category labels. For each sample to be classified under the category labels. Using SVM (Support Vector Machine, SVM) classification model established. Questionnaire results of factor analysis. The selection of the five adjectives, as: adj11 heavy, adj3 nausea, adj6 ferocious, adj5 vigorous, adj9 huge. The five adjectives that best represents the player the feeling heart of the monster samples. Through focus group discussions, and according to the literature monster character design and style analysis. Making a monster feature design system for game art and design staff at the reference. In this study, Gaussian kernel and polynomial kernel function of support vector machine classification model of emotional response, and using the results of confusion matrix analysis and forecasting. We find that the Gaussian core function of the average accuracy rate (93.9%) than polynomial kernel function ( 71.4%). Ming-Yuhe Chang 張明裕 99 學位論文 ; thesis 75 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 南台科技大學 === 多媒體與電腦娛樂科學系 === 99 === In this study, proposes a Kansei engineering approach to research a case study of the most popular in Taiwan market in the massively multiplayer online role-playing game "World of Warcraft ", to analyze the role of modeling and art design. First, collected samples of the game's monster role. According to type Analysis of samples from deconstruct shape. Through focus groups survey discussion, the selection of key design modeling. The definition of each feature point and draw a monster form features of the role of the table. The second step for a monster character design Kansei survey, through questionnaires to samples of all subjects were evaluated. The questionnaire data through factor analysis (FA) extraction of representative adjectives of the response scales. The representation of adjectives as category labels. For each sample to be classified under the category labels. Using SVM (Support Vector Machine, SVM) classification model established. Questionnaire results of factor analysis. The selection of the five adjectives, as: adj11 heavy, adj3 nausea, adj6 ferocious, adj5 vigorous, adj9 huge. The five adjectives that best represents the player the feeling heart of the monster samples. Through focus group discussions, and according to the literature monster character design and style analysis. Making a monster feature design system for game art and design staff at the reference. In this study, Gaussian kernel and polynomial kernel function of support vector machine classification model of emotional response, and using the results of confusion matrix analysis and forecasting. We find that the Gaussian core function of the average accuracy rate (93.9%) than polynomial kernel function ( 71.4%).
author2 Ming-Yuhe Chang
author_facet Ming-Yuhe Chang
Feng-Yueh Kao
高豐岳
author Feng-Yueh Kao
高豐岳
spellingShingle Feng-Yueh Kao
高豐岳
A Study on Kansei Imagery of Game Character Design Using Support Vector Machine
author_sort Feng-Yueh Kao
title A Study on Kansei Imagery of Game Character Design Using Support Vector Machine
title_short A Study on Kansei Imagery of Game Character Design Using Support Vector Machine
title_full A Study on Kansei Imagery of Game Character Design Using Support Vector Machine
title_fullStr A Study on Kansei Imagery of Game Character Design Using Support Vector Machine
title_full_unstemmed A Study on Kansei Imagery of Game Character Design Using Support Vector Machine
title_sort study on kansei imagery of game character design using support vector machine
publishDate 99
url http://ndltd.ncl.edu.tw/handle/04633297849627554437
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