Augmenting virtual-reality environments with social-signal based music content

Ioannis Karydis, I. Deliyannis, A. Floros
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引用次数: 6

Abstract

Virtual environments and computer games incorporate music in order to enrich the audiovisual experience and further immerse users. Selecting musical content during design-time can have a controversial result based on the preferences of the users involved, while limiting the interactivity of the environment, affecting thus the effectiveness of immersion. In this work, we introduce a framework for the selection and incorporation of user preferable musical data into interactive virtual environments and games. The framework designates guidelines for both design and run-time annotation of scenes. Consequently, personal music preferences collected through local repositories or social networks can be processed, analysed, categorised and prepared for direct incorporation into virtual environments. This permits automated audio selection based on scene characteristics and scene characters' interaction, enriching or replacing the default designer choices. Proof-of-concept is given via development of a web-service that provides a video game with a dynamic interactive audio content based on predefined video game scene annotation and user musical preferences recorded in social network services.
用基于社交信号的音乐内容增强虚拟现实环境
虚拟环境和电脑游戏融入音乐,以丰富视听体验,进一步沉浸用户。在设计阶段选择音乐内容可能会根据用户的喜好产生有争议的结果,同时限制了环境的交互性,从而影响沉浸感的有效性。在这项工作中,我们引入了一个框架,用于选择和整合用户喜欢的音乐数据到交互式虚拟环境和游戏中。该框架为场景的设计和运行时注释指定了指导方针。因此,通过本地存储库或社交网络收集的个人音乐偏好可以被处理、分析、分类并准备直接整合到虚拟环境中。这允许基于场景特征和场景角色互动的自动音频选择,丰富或取代默认的设计师选择。概念验证是通过一个网络服务的开发给出的,该服务为视频游戏提供基于预定义的视频游戏场景注释和用户在社交网络服务中记录的音乐偏好的动态交互式音频内容。
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