Visual novel camera direction using film-shooting technique arc tracking shot
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 최민재 | - |
dc.contributor.author | 김정윤 | - |
dc.date.available | 2020-12-31T01:41:02Z | - |
dc.date.created | 2020-12-31 | - |
dc.date.issued | 2020-12 | - |
dc.identifier.issn | 1976-6513 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/79547 | - |
dc.description.abstract | In this paper, the film shooting technique 'arc tracking shot', which is mainly used to effectively express the dramatic appearance of characters, relationships between characters, and romantic atmosphere in movies, was actually implemented and applied to Visual Novel game cameras. Visual Novel is a genre of the game that focuses on story progression, as if reading a novel, and helps the story's immersion by adding audiovisual elements such as images and sounds. However, the existing Visual Novel camera is static and has very limited movement, which reduces the player's immersion in the story. In order to overcome this, the film's filming technique arc tracking shot, which has the importance of delivering the story, was introduced to the camera production of Visual Novel through the process of creating a virtual camera tracking rail in a 3D game engine and applying it to the camera. By introducing film production techniques, dynamic camera movements can overcome the shortcomings of the existing Visual Novel production and maintain immersion in the player, and more effectively convey the emotions and meanings the producer wants to convey. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | (사)한국컴퓨터게임학회 | - |
dc.relation.isPartOf | 한국컴퓨터게임학회논문지 | - |
dc.title | Visual novel camera direction using film-shooting technique arc tracking shot | - |
dc.title.alternative | Visual novel camera direction using film-shooting technique arc tracking shot | - |
dc.type | Article | - |
dc.type.rims | ART | - |
dc.description.journalClass | 2 | - |
dc.identifier.doi | 10.22819/kscg.2020.33.4.014 | - |
dc.identifier.bibliographicCitation | 한국컴퓨터게임학회논문지, v.33, no.4, pp.151 - 163 | - |
dc.identifier.kciid | ART002663609 | - |
dc.description.isOpenAccess | N | - |
dc.citation.endPage | 163 | - |
dc.citation.startPage | 151 | - |
dc.citation.title | 한국컴퓨터게임학회논문지 | - |
dc.citation.volume | 33 | - |
dc.citation.number | 4 | - |
dc.contributor.affiliatedAuthor | 김정윤 | - |
dc.subject.keywordAuthor | Visual Novel | - |
dc.subject.keywordAuthor | Arc Tracking Shot | - |
dc.subject.keywordAuthor | Film Shooting Technique | - |
dc.subject.keywordAuthor | Immerse | - |
dc.description.journalRegisteredClass | kci | - |
Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.
1342, Seongnam-daero, Sujeong-gu, Seongnam-si, Gyeonggi-do, Republic of Korea(13120)031-750-5114
COPYRIGHT 2020 Gachon University All Rights Reserved.
Certain data included herein are derived from the © Web of Science of Clarivate Analytics. All rights reserved.
You may not copy or re-distribute this material in whole or in part without the prior written consent of Clarivate Analytics.