Game BGM Selection System Based on Scenario and Emotional State
-
- YAMAUCHI Takuma
- Future University Hakodate
-
- NEMOTO Sakura
- Future University Hakodate
-
- NAGANO Kyosuke
- Future University Hakodate
-
- NAKAMURA Shogo
- Future University Hakodate
-
- SAITO Yuuri
- Future University Hakodate
-
- UDA Akiko
- Future University Hakodate
-
- MURAI Hajime
- Future University Hakodate
-
- MUKAIYAMA Kazushi
- Future University Hakodate
-
- TAYANAGI Emiko
- Future University Hakodate
-
- HIRATA Keiji
- Future University Hakodate
Bibliographic Information
- Other Title
-
- ゲームシナリオと感情状態に合わせてBGMを選曲するシステム
Abstract
<p>In this paper, we describe a system for automatically selecting BGM for a given game scene. This system is supposed to function as a part of the automatic RPG generation system. When an automatically generated game scenario is input, BGM that matches the emotional state of each game scene is selected from a database. When the emotional state of the scene specified in the game scenario is given to a neural network, the corresponding acoustic features are calculated, and a musical piece with similar acoustic features is selected from the BGM candidate database. Currently, the whole operation has been confirmed by incorporating the BGM selection module presented here into an automatic RPG generation system, and the preparations for subject experiments are underway.</p>
Journal
-
- Proceedings of the Annual Conference of JSAI
-
Proceedings of the Annual Conference of JSAI JSAI2020 (0), 4C2GS1304-4C2GS1304, 2020
The Japanese Society for Artificial Intelligence
- Tweet
Details 詳細情報について
-
- CRID
- 1390285300166314880
-
- NII Article ID
- 130007857244
-
- Text Lang
- ja
-
- Data Source
-
- JaLC
- CiNii Articles
-
- Abstract License Flag
- Disallowed