UCL, Manxi Wang

Page 1

1
2

Group Work

Our design proposition was an algorithmic Tokyo game interaction design, where we defined the dark side of the modern Tokyo population in miniature through the subcultural group of otaku, combined with the iconic icon of EVA, and redefined five character psychologies, namely "death lust", "personality mask ", "Surreal Psychology", "Porcupine Theory" and "Beat Generation". We have found through our research that the psychological emotions of the characters are directly reflected in the EEG, so we have used this as a medium to translate the space, including five levels representing psychological emotions and a space to link to the overall game. The core gameplay of the game sees us enter the five psychological spaces of the inner world by one character, breaking down the psychic barriers in each level and ultimately the process of selfredemption.

3 3

Otaku

Although binary culture does not directly reflect the real world, or even oppose it, it always uses basic materials from the real world, transposes them into a fictional time and space, deforms or reconstructs them according to its own rules, and finally creates the effect of an objective refraction of reality.

The change in the consumer behaviour of otaku has had a significant impact not only on Japan but also on the rest of the world. While the influence of this community is no longer confined to a small circle, it has had an impact on anime and even contemporary culture, and its behavioural patterns are part of a cultural thread that is changing the entire history and culture of humanity.

First of all, they are enthusiastic about the field they are interested in, and their understanding of this field is in-depth.

Secondly, it has the adaptability to the explosion and informatization of mapping information, the cross domain divergence of data search and textual research, and the secret code prompted by the mapping creator.

OTAKU Psychosocial Characteristics

The advent of Evangelion was a big event in the animation world.

Evangelion (EVA), produced by GAINAX in 1995, applied the philosophical concepts of existentialism and the art of psychoanalysis to the entire animation.

Religion Theology

Psychology Philosophy

Development timeline

The Japanese youth born in the 1950s and 1960s grew up after the world war II with a desire to realize political ideals and enthusiasm for the outside world, which was unimaginable in the stale and outdated Japanese society at that time.

Taking 20-50 generations of unmarried men and women as objects, combined with 2015 Japanese census data, if for the otaku population. If we make a calculation, then Japan's 2050 generations. The population of otaku is about 14.3 million, equivalent to this population 23% of 61.8 million people.

Idol house can be described as the largest unrequited love in the universe, knowing that there is no return, but still without hesitation for the TA's support, investing a lot of time, money and affection.

Anime nerds indulge in two dimensions, leading to high ideals in reality, and because they have mastered a lot of slang that others do not understand, so outsiders will be a little desperate to talk to you.

During this period, Japan entered a period of mass production. Along with the bubble boom, people with more leisure time and money became more able to buy expensive audio and video equipment and electronics. It was during this time that otaku established themselves as personal symbols and began to be understood as a social phenomenon.

At the same time as the popularization of compact discs, OVA works appeared in abundance, mainly aimed at slightly fanatical teenagers. Then there was the spread of the DOS/V operating system, which led to the rise of the DO-it-yourself computer community centered in Akihabara and

1960 1989 1992 1998 2002 1985

In Japan, fans of anime pop culture are referred to as "otaku," but the term began as a subtle sneer at the young people's lack of social savvy.

Besides living instinct (including self instinct and sex instinct), there is death instinct which stands opposite to it.

During this period, there were not only traditional animation for children, but also a large number of youth animation for middle and high school students. The new generation of animation, represented by Space Battleship Yamato, has made the animation industry develop rapidly.

Design Concept: Witness

Various videotapes have been found in the home of hayao Miyazaki, the serial killer who murdered teenage girls in Tokyo and Saitama prefecture. It had a serious impact on the animation industry and formed a very harsh criticism of otaku. From this period, people thought that adults who liked animation were childish and perverted.

Spatial Psychology

According to the survey, most otaku have been in touch with anime, animation or games for more than two years, and 34.35% of them have been in touch with anime, animation or games for more than 10 years. It can be seen that this group basically has a lasting interest in anime, animation or games.

It can also be seen from the survey that Chinese otaku are most influenced by Japanese otaku culture. Otaku love Japanese animation products, accounting for 59.54% of the otaku population surveyed, followed by The United States, accounting

The male protagonist Shinji Ikari can be said to be a true portrayal of Japanese teenagers in that era. Many viewers can find resonance in it, and at the same time, it also exposed the Japanese social problems at that time. The work has even been studied as a social phenomenon.

NEON GENESIS EVANGELION Ikari

Freud

Death-drive Eva animation screenshotⅠ

It embodies the power of hatred and destruction, expressed as a desire to kill.

People are multifaceted, and so are their personalities. The persona is the foundation of social and public life.

Personality Mask Eva animation screenshotⅡ

Personas are not only for understanding society, but also for seeking social identity. A persona is a superficial personality that is symbolic and convergent.

The real world is controlled by reason.

Avoidant personality Autism

Losing oneself Timidity ……

In addition to the male protagonist, other characters in the anime have more or less psychological barriers. In fact, no matter what kind of social background, many people will have cracks in their hearts, like being trapped in a huge cage.

Georg Wilhelm Friedrich Hegel

Hedgehogs have thorns, and when they want to get close to each other for warmth, the thorns will prick each other unwillingly.

The "loose generation" began in the late 1980s. After the war, Japan had many social problems.

Barriers to the heart

People want to get close, but there is always a barrier, like a "spiritual barrier".

Introduce the player to The first episode, and navigate the first level through simple puzzles and mazes.

Pick up the story of the last level and introduce a new theme based on it. The difficulty does not increase but the story time increases.

The game begins, and the confused otaku enters the game world.

The game's protagonist finds himself in a world of contradictions.

Surrealistic Psychology Eva animation screenshotⅢ

What can truly show the truth and true appearance of people's psychology is the surreal world, which is the deep psychology or dream of people.

This level opens up a new dimension and brings the game to a climax, with two scene switches, more fun and slightly more difficult.

The protagonist of the game indulges in an imaginary space and finally awakens from his own world.

Applied to people, the same seems to be true. The so-called adult, is in the repeated approach and away from each other to find the distance between each other.

Hedgehog's Dilemma Eva animation screenshotⅣ

Beat Generation

The so-called "loose generation" in Japan is regarded as the "beat generation" by most middle-aged and elderly people in Japan.

animation screenshotⅤ

This chapter will give the player a better understanding of the game's storyline, which will resonate with it, and increase the difficulty of the game.

This chapter will give the player a better understanding of the game's storyline, which will resonate with it, and increase the difficulty of the game.

Learn to accept the new world and prepare to return to reality.

The really smart stuff is done with eros and death, or life drive and death drive. For Freud, sentient beings are driven by the pleasure principle, the general tendency to avoid pain and maximize pleasure.

The main character of the game returns to reality to meet the new life.

(REF: Game: Sea of Thieves; Cyberpunk 2077; Layers of Fear 2; GRIS)

To life and to death are essentially the same, but the results are very different. To live means to have more hope, while to die means to lose hope.

In our dealings with others, the image we present to others must be consistent both with our own ideals and with how others perceive us. In order to make ourselves as perfect as possible, we hide what we think is not so good, but it is not bad in itself, human beings unconsciously suppress it, and in fact all of us have parts of ourselves that are incomplete.

It's a bit of a mysticism, based on the idea of spirit-body dualism, the idea of spiritual awakening and being one with the universe.

This is usually done through meditation or psychotropic drugs to move the mind away from the body and create a transcendental experience of being one with the vastness of the universe.

Although hedgehogs crave warmth, they can't get too close because they have thorns. So, they keep their distance and stay cold, or learn to live warm without the other.

Distance produces beauty, which is called hazy beauty in life.

Once the psychological space is violated, it can produce feelings of discomfort, insecurity, and irritation.

In fact, it is the contrast of the lost generation. The "lost generation" refers to the young people who grew up after the First World War. They lost faith in life because of the trauma of the war, but they did not lose their desire for humanity. The so-called "Beat generation" is a generation that has gradually lost itself in the tide of society.

Nihonbashi, also known as Computer Otaku. The advent of evangelion in the new century was a big event in animation. During this period of social and economic turmoil in Japan, and more and more young people with indifference to the outside world and fear of their own. On the other hand, with the popularization of video games and computer games, the game industry is booming and many famous game production companies have been born. With the release of more and more works and the popularity of DVD, the market is becoming more and more popular. Works originally sold for enthusiasts are now accepted by ordinary consumers. The popularity of game consoles and computers has created a huge market. Transition animation burst period Bubble period Postwar embryonic period The Miyazaki Incident OVA and PC period EVA and video games period Market penetration period
1974
Abstract paintingⅡ Abstract paintingⅢ Abstract paintingⅣ Abstract paintingⅤ Abstract paintingⅠ
Death-drive Personality Mask Surrealistic Psychology Hedgehog's Dilemma Beat Generation Through the form of abstract painting to express the spatial intention of the corresponding theme, easy to translate the game space. Here is a preliminary design of the five levels of the game, each corresponding to the five "heart barriers". Take Eva as the breakthrough point for research. Eva is a classic animation work, which can be said to be the epitome of Japanese society at that time.
4
Eva
(REF: [ACG Psychology] In-depth Analysis of EVA Character Psychology - Ikari Shinji https://www.bilibili.com/video/BV165411j7kj?spm_id_from=333.337.search-card.all.click&vd_source=a04b6d646 0dfb7b6943cdd20467bcadd Capter)
Relevant data
are broadly defined as people who are passionate about a subculture and have a deep knowledge of it, and narrowly defined as people who are addicted to, enthusiastic about and skilled in anime, manga and video games.
Basic Content Introduction Otaku Culture—The epitome of Tokyo Core feature Binary Culture An otaku from a Japanese cartoon The residence of an otaku Otaku is like a dilemma. Age classification of otaku Classification of otaku Otaku group anime, game exposure time Gender classification of otaku Over 30 years old 5.19% Tech house 13.35% Game house 13.35% Anime house 42.8% Ldol house 30.5% Under 20 years old More than 10 years 5-10 years 2-5 years 4.58% 30.35% 30.35% 34.35% Less than 1 year 0% 10% 20% 30% 40% 11.32% 20-30 years old 23.29% Male 55.66% Female 55.66% Over 30 years old 5.19% Tech house 13.35% Game house 13.35% Anime house 42.8% Ldol house 30.5% Under 20 years old More than 10 years 5-10 years 2-5 years 4.58% 30.35% 30.35% 34.35% Less than 1 year 0% 10% 20% 30% 40% 11.32% 20-30 years old 23.29% Male 55.66% Female 55.66% Tech house 13.35% Game house 13.35% Anime house 42.8% Ldol house 30.5% 4.58% Less than year 0% 10% 20% 30% 40% 20-30 years old 23.29% Male 55.66% Female 55.66% Tech house 13.35% Game house 13.35% Anime house 42.8% Ldol house 30.5% 4.58% Less than 1 year 0% 10% 20% 30% 40% 20-30 years old 23.29% Male 55.66% Female 55.66% (REF: A Review of Otaku Literature https://www.docin.com/p-2613253184.html) Problems Identified Psychological Reflected in space Psychosocial Chaeacteristics Space Movement Event Personality Five Labyrinth Sentiments Sigmund Freud Otaku Culture Historical development Barriers to the heart Data to support Binary Culture ACG Animation Hero: Ikari Shinji NEON GENESIS EVANGELION Comic Game Carl Gustav Jung Georg Wilhelm Friedrich Hegel Arthur Schopenhauer Kawai Hayao Death-drive Game Level Design Character Design Puzzle Solving Breaking the Barriers Easy Normal Hard Space Design Personality Sentiments Spatial Psychology Space Narrativity Spatial Transfer Abstract painting Bernard Tschumi Five Labyrinth Personality Mask Surrealistic Psychology Hedgehog ’ s Dilemma Beat Genaration Chapter 1 REBIRTH Chapter 2 FISSION Chapter 3 ESCAPE Chapter 4 HUG Chapter 5 TOMORROW Mind Mapping
for 37.4%.

Spatial Transfer Design Process

The protagonist who yearns to be recognized by his father and blocks his heart is forced to assume the responsibility of protecting mankind at his father's request, but his heart has no feeling for the great cause, and no one recognizes it, but if he does not act, he will be condemned.

He saw the shadow of his mother in zero and longed for love. After his father killed his companion with his own hand, he fell into depression completely, saved zero, who was regarded as his mother, and began to act only for his own psychology, but caused a devastating disaster.

A man faced with the decay of things around him, watching the good pass away, with the intention of seeking death.

Concept of Collage

People can see each other, but there is always a barrier that prevents their hearts from really getting close.

14 years later, the earth was lifeless, but his only efforts caused a huge price.

He became the object of everyone's spit, and was not needed or loved by others.

The only angel willing to accept him also sacrificed for him again. Despair with nothing, and a withered heart.

20- Take care of yourself.

After experiencing the changes of the world and the changes of things and people, he gradually found himself and the love between people in the process of returning to the truth. At the end of the world, he finally realized his self-worth and called for love in the center of the world.

Electroencephalogram (eeg)

The topographic saliency maps. The gradients of the EEG band power over the 32 electrodes are calculated following the procedure shown in this picture. The colder color means a higher gradient. A region having colder color implies that it contributes more to the valence prediction. Therefore, the blue regions tend to be more informative for the neural networks to infer the valence compared to the pink counterparts.

Everyone is busy with their own things in the same environment, seemingly not crossing paths but living in the same environment.

A black horse and a white horse are just like the two spiritual masks of the protagonist, seeking self in contradiction and breaking out of prison.

Personality Mask

Two people walking with their hands behind their backs, maintaining a reasonable social range and courtesy, without intimacy or distancing.

It is a world that really reveals the surreal nature of people's psyche, that is, their deep psychology or dreams.

It is an ideal world and an escape from reality. It can be constructed according to the will of man.

Hedgehog's Dilemma

The boy hiding in the corner waits to get warm, but he doesn't want to get too close to people.

This game revolves around people's inner world. In the face of one's inner world, there are five different "heart barriers", like five cages trapping the heart. In the end, we hope to break it and overcome ourselves.

Two children huddled in a corner, trying to huddle for warmth, but they might hurt each other when they get close.

Beat Generation

This is a generation that has crossed over to the next generation, young people seeking pleasure and the thrill of reality.

In this day and age, many young people devote themselves to recreational activities and lose some of their ability to sustain progress.

(REF: Zhang, S., Tang, C. and Guan, C. (2022) ‘Visual-to-EEG cross-modal knowledge distillation for continuous emotion recognition’, Pattern Recognition, 130. doi:10.1016/j.patcog.2022.108833. Sarauskyte, L., Monciunskaite, R. and Griksiene, R. (2022) ‘The role of sex and emotion on emotion perception in artificial faces: An ERP study’, Brain and Cognition, 159. doi:10.1016/j.bandc.2022.105860. NEON GENESIS EVANGELION)

The theme and game core of our game design are displayed through concept collage. In addition to the large number of elements in Tokyo and Eva, the concept collage mainly aims to express the core concept of the five heart barriers and the relationship between the corresponding five game Spaces and the main skeleton -- the five theme game Spaces attached to the main skeleton. No matter how prosperous the era, there may be a "beat generation" surrounded by brilliant shooting stars, but they still fall in the ruins. Wandering between life and death, finally towards the door of rebirth. Immersed in the "Tokyo" of fantasy, wandering between reality and virtual. Hedgehog's Dilemma Beat Generation Death-drive Surrealistic Psychology Surrealistic Psychology Personality Mask Beat Generation Hedgehog's Dilemma Death-drive
S.02-THE
BEAST S. 04-Hedgehog's Dilemma S. 06-Rei II S. 20-WEAVING A STORY 2:oral stage S. People who are busy out on the road, who have been through some journeys and things, can't stand the reality and want to seek death. Death-drive Personality Mask Surrealistic Psychology Based on the event of EVA and the five psychology of the protagonist, EEG is used as the spatial translation medium to generate the spatial concept. Event clip Psychological Moment Source Concept Space Electroencephalogram Scenario
The following is an introduction to the
expressed in the form of a
Game Mechanics 5
Spatial translation method Emotional EEG
game mechanics,
flow chart.

Sparse Convolution Noise is selected as the skeleton of the game space with the theme of Death-drive based on the spatial form characteristics generated by the algorithm.

Personality Mask

Original Perlin Noise is selected as the skeleton of the game space with the theme of Personality Mask based on the spatial form characteristics generated by the algorithm.

Surrealistic Psychology

Alligator Noise is selected as the skeleton of the game space with the theme of Surrealistic Psychology based on the spatial form characteristics generated by the algorithm.

Simplex Noise is selected as the skeleton of the game space with the theme of Hedgehog's Dilemma based on the spatial form characteristics generated by the algorithm.

Analytic Simplex Noise is selected as the skeleton of the game space with the theme of Beat Generation based on the spatial form characteristics generated by the algorithm.

Generating Logic Diagram of Skeleton Barriers to the heart Emotion Graphics Algorithm Sparse Convolution Noise Original Perlin Noise Alligator Noise Simplex Noise Analytic Simplex Noise Interference type Maze Random number generator Electroencephalogram (EEG) Noise Two-dimensional image Two-dimensional image Sound waves Houdini Essence Three-dimensional space City skeleton Logic diagrams are used to explain why the noise disturbance pattern is associated with the skeleton morphology. Barriers to the heart are essentially mental barriers, and many people get stuck in them, like being lost in a maze with no exit. Therefore, in the game, we visualize the space, introducing the space form of maze as our overall skeleton, allowing players to shuttle through the maze, breaking through numerous difficulties and finally breaking out of the "barrier of the heart". Abstract Maze Geometric maze Noise maze LevelⅠ LevelⅡ LevelⅢ LevelⅣ LevelⅤ LevelⅥ LevelⅦ LevelⅧ Sparse Convolution Noise Noise type Original Perlin Noise Alligator Noise Simplex Noise Analytic Simplex Noise Grid Box Rows 10 Columns 10 Size 8.2 × 0.2 × 8.2 Grid Box Rows 40 Columns 40 Size 8.2 × 0.2 × 8.2 Grid Box Rows 20 Columns 20 Size 8.2 × 0.2 × 8.2 Grid Box Rows 50 Columns 50 Size 8.2 × 0.2 × 8.2 Grid Box Rows 70 Columns 70 Size 8.2 × 0.2 × 8.2 Grid Box Rows 30 Columns 30 Size 8.2 × 0.2 × 8.2 Grid Box Rows 60 Columns 60 Size 8.2 × 0.2 × 8.2 Grid Box Rows 80 Columns 80 Size 8.2 × 0.2 × 8.2 Grid Box Rows 10 Columns 10 Size 8.2 × 0.2 × 8.2 Grid Box Rows 40 Columns 40 Size 8.2 × 0.2 × 8.2 Grid Box Rows 20 Columns 20 Size 8.2 × 0.2 × 8.2 Grid Box Rows 50 Columns 50 Size 8.2 × 0.2 × 8.2 Grid Box Rows 70 Columns 70 Size 8.2 × 0.2 × 8.2 Grid Box Rows 30 Columns 30 Size 8.2 × 0.2 × 8.2 Grid Box Rows 60 Columns 60 Size 8.2 × 0.2 × 8.2 Grid Box Rows 80 Columns 80 Size 8.2 × 0.2 × 8.2 Grid Box Rows 10 Columns 10 Size 8.2 × 0.2 × 8.2 Grid Box Rows 40 Columns 40 Size 8.2 × 0.2 × 8.2 Grid Box Rows 20 Columns 20 Size 8.2 × 0.2 × 8.2 Grid Box Rows 50 Columns 50 Size 8.2 × 0.2 × 8.2 Grid Box Rows 70 Columns 70 Size 8.2 × 0.2 × 8.2 Grid Box Rows 30 Columns 30 Size 8.2 × 0.2 × 8.2 Grid Box Rows 60 Columns 60 Size 8.2 × 0.2 × 8.2 Grid Box Rows 80 Columns 80 Size 8.2 × 0.2 × 8.2 Grid Box Rows 10 Columns 10 Size 8.2 × 0.2 × 8.2 Grid Box Rows 40 Columns 40 Size 8.2 × 0.2 × 8.2 Grid Box Rows 20 Columns 20 Size 8.2 × 0.2 × 8.2 Grid Box Rows 50 Columns 50 Size 8.2 × 0.2 × 8.2 Grid Box Rows 70 Columns 70 Size 8.2 × 0.2 × 8.2 Grid Box Rows 30 Columns 30 Size 8.2 × 0.2 × 8.2 Grid Box Rows 60 Columns 60 Size 8.2 × 0.2 × 8.2 Grid Box Rows 80 Columns 80 Size 8.2 × 0.2 × 8.2 Grid Box Rows 10 Columns 10 Size 8.2 × 0.2 × 8.2 Grid Box Rows 40 Columns 40 Size 8.2 × 0.2 × 8.2 Grid Box Rows 20 Columns 20 Size 8.2 × 0.2 × 8.2 Grid Box Rows 50 Columns 50 Size 8.2 × 0.2 × 8.2 Grid Box Rows 70 Columns 70 Size 8.2 × 0.2 × 8.2 Grid Box Rows 30 Columns 30 Size 8.2 × 0.2 × 8.2 Grid Box Rows 60 Columns 60 Size 8.2 × 0.2 × 8.2 Grid Box Rows 80 Columns 80 Size 8.2 × 0.2 × 8.2
Form Exploration Death-drive
Various forms are generated through the interference types of different noise to the line,
appropriate forms are explored as the skeleton of five "heart barriers". (REF:
6
Hedgehog's Dilemma Beat Generation
and
The concept of disturbance in Houdini)

Death-drive

This is the first level of our labyrinth, which is dominated by the colour red, the main thing is that people have to break through their desire to find their own thoughts.

Introduction

Personality Mask

This is the second level of the labyrinth and its main colour is gold, mainly to break up the situation where people interact with each other wearing masks.

Surrealistic Psychology

This is the third level of the labyrinth, which is dominated by blue and pink, and comes out of the mentality of being immersed in a virtual world.

Hedgehog’s Dilemma

This is the fourth level, which is dominated by a yellow-green colour, where people have to unite to avoid hurting each other with the thorns on their bodies

Beat Generation

This is the fifth level of the labyrinth, which is dominated by the colour blue, where the generation that has crossed over to fall away has to break through and find the true direction of life.

Game UI Design
charts and graphics of game levels.
Flow
Game Chapter
An axis side view of the five final levels, showing five different thematic concepts.
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29

Turn static files into dynamic content formats.

Create a flipbook
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.