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Titlebook: Emotion in Video Game Soundtracking; Duncan Williams,Newton Lee Book 2018 Springer International Publishing AG 2018 Video games.Video game

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書目名稱Emotion in Video Game Soundtracking
編輯Duncan Williams,Newton Lee
視頻videohttp://file.papertrans.cn/309/308645/308645.mp4
概述Combines real-world experience from practitioners (composers, audio engineers, virtual reality designers, and cognitive scientists) with the latest cutting edge research methodologies.Considers the ho
叢書名稱International Series on Computer, Entertainment and Media Technology
圖書封面Titlebook: Emotion in Video Game Soundtracking;  Duncan Williams,Newton Lee Book 2018 Springer International Publishing AG 2018 Video games.Video game
描述.This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear – Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack.? Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking? are outlined,? before a series of cutting edge examples are given.? These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future..
出版日期Book 2018
關(guān)鍵詞Video games; Video game soundtracking; Next-generation audio processing; Music interfaces; Game design; S
版次1
doihttps://doi.org/10.1007/978-3-319-72272-6
isbn_softcover978-3-319-89165-1
isbn_ebook978-3-319-72272-6Series ISSN 2364-947X Series E-ISSN 2364-9488
issn_series 2364-947X
copyrightSpringer International Publishing AG 2018
The information of publication is updating

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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
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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
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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
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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
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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
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