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Game design to determine the balance and difficulty of the game based on the synesthesia KCI 등재

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

An automated note generation system has been designed that improves the disadvantages of creating notes in music using BMS programs. In this paper, using FFT algorithm, the sound scale was extracted through frequency analysis of audio file and converted to color information. This was used to create automatic notes and balance the game in the rhythm game. In the case of non-complexed music such as children's songs, sound extraction was possible, but music such as K-pop, which had complex voices mixed, lacked accuracy. In this paper, the existing research on the relationship between pitch and color was objectively quantified and the system was designed to determine the balance and difficulty of the game based on the synesthesia felt by human.

목차
ABSTRACT
1. Introduction
2. Related Research
    2.1 The relationship between the scaleand the color
    2.2 Relationship between color and emotion
    2.3 Extracting Music Features
    2.4 Emotional Model
3. Automatic Map Design forRhythm Games
    3.1 Full System Flow
    3.2 The Method to Extract Syllable Namesand Create Notes
    3.3 Matching Scale with Colors
4. Results and Reviews
    4.1 System Development Environment
    4.2 Game Interface
    4.3 Results and analysis of soundextraction experiments
5. Conclusions and FutureStudies
Reference
저자
  • Qike ZHAO(Department of Animation, Hubei Arts Institution) Correspondence to