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標題: Titlebook: Emotion in Video Game Soundtracking; Duncan Williams,Newton Lee Book 2018 Springer International Publishing AG 2018 Video games.Video game [打印本頁]

作者: commotion    時間: 2025-3-21 17:52
書目名稱Emotion in Video Game Soundtracking影響因子(影響力)




書目名稱Emotion in Video Game Soundtracking影響因子(影響力)學科排名




書目名稱Emotion in Video Game Soundtracking網(wǎng)絡(luò)公開度




書目名稱Emotion in Video Game Soundtracking網(wǎng)絡(luò)公開度學科排名




書目名稱Emotion in Video Game Soundtracking被引頻次




書目名稱Emotion in Video Game Soundtracking被引頻次學科排名




書目名稱Emotion in Video Game Soundtracking年度引用




書目名稱Emotion in Video Game Soundtracking年度引用學科排名




書目名稱Emotion in Video Game Soundtracking讀者反饋




書目名稱Emotion in Video Game Soundtracking讀者反饋學科排名





作者: 不理會    時間: 2025-3-21 21:49

作者: 和諧    時間: 2025-3-22 00:23

作者: LASH    時間: 2025-3-22 07:15

作者: HAVOC    時間: 2025-3-22 11:15
An Auto-Ethnographic Approach to Creating the Emotional Content of Horror Game Soundtracking, of emotion in video game soundtracks. The case study presented concentrates on the horror genre within video games with examples from current work in progress by the author. Many of the conclusions relate more broadly to other game genres and more widely to the creation of emotional responses in mu
作者: 冰河期    時間: 2025-3-22 13:56
Brain Computer Music Interfacing (BCMI), in a video-game scenario would, as you might expect having read previous chapters addressing some background to this topic, be emotionally-congruent sound-tracking. In the future, the system could be adapted to musical structures input by users in order to foster opportunities for further musical c
作者: 冰河期    時間: 2025-3-22 18:30
When the Soundtrack Is the Game: From Audio-Games to Gaming the Music,ne setting, or DJ/musical-instrument simulation. This chapter surveys the field and discusses the concept of games which are entirely abstract musical experiences, presenting a first example based on Minecraft and music memory games: Musicraft. The comparisons with Minecraft can be extended into the
作者: acrophobia    時間: 2025-3-23 00:09

作者: atopic    時間: 2025-3-23 02:57
Repurposing Music According to Individual Preferences for Personalized Soundtracks,aterial. An early feature in the . series allowed players to use their own libraries of music in the car radio. Naturally this might be problematic if the musical selections of the players become incongruous with the gameplay narrative at a given point, but the feature was nonetheless well regarded
作者: 分期付款    時間: 2025-3-23 07:24
Sounding the Story: Music in Videogame Cutscenes, considers the function of cutscenes and the role of music in them. Definitions of, and perspectives on, cutscenes are summarised. Models of immersion are then considered, with an emphasis on the role of cutscenes in enhancing or detracting from the same. Audio-visual synchresis is discussed, with a
作者: 巨頭    時間: 2025-3-23 11:35
The Impact of Multichannel Game Audio on the Quality and Enjoyment of Player Experience,ample is surround-sound, a technique whereby sounds that make up an auditory scene are divided among a defined group of audio channels and played back over an array of loudspeakers. Interactive video games are well suited to this kind of audio presentation, due to the way in which in-game sounds rea
作者: APEX    時間: 2025-3-23 15:58

作者: Ovulation    時間: 2025-3-23 20:32

作者: 滴注    時間: 2025-3-23 23:09
Duncan Williams,Newton LeeCombines real-world experience from practitioners (composers, audio engineers, virtual reality designers, and cognitive scientists) with the latest cutting edge research methodologies.Considers the ho
作者: 集中營    時間: 2025-3-24 02:29

作者: Stricture    時間: 2025-3-24 08:13
https://doi.org/10.1007/978-2-287-74175-3At Disney Online, Newton Lee co-developed over 100 online games, many of which employed advanced physics, artificial intelligence, 3D graphics, digitized sound, and original musical scores (Lee and Madej 2012). Guest feedback received by the Disney producers was not all about gameplay but also the appreciation of music in the games.
作者: Somber    時間: 2025-3-24 11:05

作者: AV-node    時間: 2025-3-24 16:55
https://doi.org/10.1007/978-3-319-72272-6Video games; Video game soundtracking; Next-generation audio processing; Music interfaces; Game design; S
作者: COM    時間: 2025-3-24 22:44

作者: 碳水化合物    時間: 2025-3-24 23:15
Landjugendliche im Osten Deutschlandsstinction between perceived and induced emotions. All are necessary to understand in order to examine emotion in the video game soundtracking context. You may be a videogame designer, sound designer, composer, or player; professional or enthusiastic amateur. Regardless, you will be familiar with the
作者: linguistics    時間: 2025-3-25 05:07
Ostdeutsche Wirtschaft im Umbruchs in game soundtracking can have a particularly powerful impact on the emotional presentation of a narrative; and this affective control can go beyond that of the actor alone if combined with emotionally-targeted signal processing (for example, sound design and audio processing techniques). The pros
作者: Urologist    時間: 2025-3-25 08:50
https://doi.org/10.1007/978-3-322-80784-7he reader should note that this is not related to perceptual data compression as in the Apple Lossless file format AAC. Instead it refers to a specific subset of interdisciplinary practices marrying sound design opportunities with emotional intent; a paradigm which is ideally suited to modern video
作者: 我就不公正    時間: 2025-3-25 13:28
https://doi.org/10.1007/978-3-658-43485-4 of emotion in video game soundtracks. The case study presented concentrates on the horror genre within video games with examples from current work in progress by the author. Many of the conclusions relate more broadly to other game genres and more widely to the creation of emotional responses in mu
作者: diathermy    時間: 2025-3-25 17:48
Course of Degenerative Joint Diseases, in a video-game scenario would, as you might expect having read previous chapters addressing some background to this topic, be emotionally-congruent sound-tracking. In the future, the system could be adapted to musical structures input by users in order to foster opportunities for further musical c
作者: CURB    時間: 2025-3-25 23:12
Shoulder and Elbow Osteoarthritis,ne setting, or DJ/musical-instrument simulation. This chapter surveys the field and discusses the concept of games which are entirely abstract musical experiences, presenting a first example based on Minecraft and music memory games: Musicraft. The comparisons with Minecraft can be extended into the
作者: placebo-effect    時間: 2025-3-26 03:18

作者: refine    時間: 2025-3-26 08:17

作者: Mnemonics    時間: 2025-3-26 09:23
Biomechanics in Osteoarthritis of the Hip, considers the function of cutscenes and the role of music in them. Definitions of, and perspectives on, cutscenes are summarised. Models of immersion are then considered, with an emphasis on the role of cutscenes in enhancing or detracting from the same. Audio-visual synchresis is discussed, with a
作者: 擔心    時間: 2025-3-26 14:44

作者: Abutment    時間: 2025-3-26 19:19
An Overview of Emotion as a Parameter in Music, Definitions, and Historical Approaches,as the potential to enhance player experience in video games (Grimshaw et al. .). Combining emotionally congruent sound-tracking with game narrative has the potential to create significantly stronger affective responses than either stimulus alone—the power of multimodal stimuli on affective response
作者: interior    時間: 2025-3-26 21:08

作者: apropos    時間: 2025-3-27 01:34
Landjugendliche im Osten Deutschlandsas the potential to enhance player experience in video games (Grimshaw et al. .). Combining emotionally congruent sound-tracking with game narrative has the potential to create significantly stronger affective responses than either stimulus alone—the power of multimodal stimuli on affective response
作者: Tartar    時間: 2025-3-27 08:20
Ostdeutsche Wirtschaft im Umbruchference on video game soundtracking in London, UK, 2015 (Williams et al. 2015), and subsequently on the specific design of affect in vocal production at the Audio Engineering society convention in New York, 2015 (Williams 2015a). Prosodic (nonverbal) speech features have been the subject of a consid
作者: GLADE    時間: 2025-3-27 09:37

作者: Calculus    時間: 2025-3-27 14:22
2364-947X mated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future..978-3-319-89165-1978-3-319-72272-6Series ISSN 2364-947X Series E-ISSN 2364-9488
作者: 征兵    時間: 2025-3-27 18:30

作者: FIG    時間: 2025-3-28 02:01

作者: 放肆的我    時間: 2025-3-28 05:33
https://doi.org/10.1007/978-3-663-10975-4 “videogame” until “video game” started to yield more internet search results (On “Videogame” Versus “Video Game” 2017). So, we are going with video game/s. But if this really worries you, feel free to substitute your preference each and every time you see an instance, which will be a lot by the time you have reached the end of this book.
作者: 伸展    時間: 2025-3-28 09:41

作者: coagulate    時間: 2025-3-28 11:39

作者: receptors    時間: 2025-3-28 17:03

作者: Visual-Acuity    時間: 2025-3-28 20:00
https://doi.org/10.1007/978-3-322-80784-7game soundtracking practice. This chapter builds upon initial work reported in the ACM Computers in Entertainment journal (though in an online article, not a specific journal edition), in 2017 (Williams et al. 2017).
作者: Fecal-Impaction    時間: 2025-3-29 00:03

作者: 王得到    時間: 2025-3-29 06:39
Course of Degenerative Joint Diseases,reativity; facilitating music-specific gameplay. The long-term motivation is to allow non-linear modification of musical feature sequences in response to real time affective interaction, measured through autonomic means (specifically, biophysiological measurement).
作者: 借喻    時間: 2025-3-29 07:32

作者: Sinus-Node    時間: 2025-3-29 14:15

作者: Insatiable    時間: 2025-3-29 18:38

作者: MIME    時間: 2025-3-29 21:59

作者: 溫順    時間: 2025-3-30 02:24
Sounding the Story: Music in Videogame Cutscenes, view to explicating narrative function and emotional affect in cutscenes. The chapter concludes with a provisional evaluation of the challenges posed and the potentials afforded by virtual-reality (VR) gaming, focusing on both the ramifications for cutscenes and also the use of music/audio.
作者: Spinal-Fusion    時間: 2025-3-30 07:09
Radiographic Imaging of Osteoarthritiss can even exist in the first place in the ‘real’ world). Of course, the . example benefitted slightly in terms of immersion as, just like in the real-world, the player might have less control over the exact selection of music which appeared on their radio regardless of the necessary soundtracking.
作者: canvass    時間: 2025-3-30 08:43

作者: Spinous-Process    時間: 2025-3-30 15:26





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