{"title":"声音情绪识别作为一种游戏机制的应用","authors":"Thomas Aubart, K. Ochi, Y. Obuchi","doi":"10.1109/NicoInt50878.2020.00029","DOIUrl":null,"url":null,"abstract":"The main purpose of this research is to see how voice-centric gameplay could impact a video game experience. The game we developed resembles a visual novel, the main difference being that the player has to vocally express his/her emotion to choose a path and to progress in the story. We'll see how the emotion-triggered game mechanism fares when combined with an unpopular video game feature, the usage of voice as a controller.","PeriodicalId":230190,"journal":{"name":"2020 Nicograph International (NicoInt)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Usage of Vocal Emotion Recognition as a Game Mechanism\",\"authors\":\"Thomas Aubart, K. Ochi, Y. Obuchi\",\"doi\":\"10.1109/NicoInt50878.2020.00029\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The main purpose of this research is to see how voice-centric gameplay could impact a video game experience. The game we developed resembles a visual novel, the main difference being that the player has to vocally express his/her emotion to choose a path and to progress in the story. We'll see how the emotion-triggered game mechanism fares when combined with an unpopular video game feature, the usage of voice as a controller.\",\"PeriodicalId\":230190,\"journal\":{\"name\":\"2020 Nicograph International (NicoInt)\",\"volume\":\"43 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 Nicograph International (NicoInt)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/NicoInt50878.2020.00029\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 Nicograph International (NicoInt)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/NicoInt50878.2020.00029","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Usage of Vocal Emotion Recognition as a Game Mechanism
The main purpose of this research is to see how voice-centric gameplay could impact a video game experience. The game we developed resembles a visual novel, the main difference being that the player has to vocally express his/her emotion to choose a path and to progress in the story. We'll see how the emotion-triggered game mechanism fares when combined with an unpopular video game feature, the usage of voice as a controller.