“超声化”的情绪和数据分类案例研究:电子游戏事件

Maher Chemseddine, Monique Noirhomme-Fraiture
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引用次数: 1

摘要

我们的最终目标是“声音化”不同的应用程序,特别是电子游戏。为了实现这一目标,我们选择在一些应用程序中依赖用户情感体验。在本文中,我们在二维空间中呈现了经典街机电子游戏(攻击,敌人接近,摧毁等)的情感和游戏事件(场景)的分类。我们选择了不同语言(阿拉伯语、英语和法语)中的18个情感词汇和14个事件。我们的统计分析显示情绪在二维空间中的分布分为8大类(效价、觉醒)。我们根据72名用户自己的情感体验,将每个职业与一组游戏事件联系起来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Classification des émotions et des données pour la « sonification » étude de cas: événements d'un jeu vidéo
Our ultimate goal is to "sonify" different applications, particularly video games. To achieve this aim we choose to rely on user emotion experience with some applications. In this paper we present a classification of emotions and game events (scenarios) of a classic arcade video game (attack, enemy approaching, destroying etc.) in a two-dimensional space. We selected 18 words of emotion in different languages (Arabic, English and French) and 14 events. Our statistical analysis showed a distribution of emotions in 8 major classes in the two-dimensional space (valence, arousal). We associated each class with a set of game events based on 72 user's own emotional experience.
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