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題名:八位元遊戲音樂與情感反應關聯性之初探
書刊名:商業設計學報
作者:林佩儒楊智傑 引用關係
作者(外文):Lin, Pei-juYang, Chih-chieh
出版日期:2015
卷期:19
頁次:頁81-93
主題關鍵詞:遊戲音樂情感反應音樂特徵因素分析Game musicAffective responseMusical featureFactor analysis
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
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  • 共同引用共同引用:9
  • 點閱點閱:16
隨遊戲設計產業的蓬勃發展,遊戲設計使用人工智慧的方法,可以更有效的製作出符合玩家喜好的遊戲。音樂的設計對於玩家來說絕對扮演重要的角色,一款遊戲,其聲音部分的設計影響力可以讓玩家融入並沉浸於遊戲角色與情境當中。本研究以因素分析挑選出代表性形容詞來描述玩家情感反應,作為初步了解八位元遊戲音樂與情感反應的關聯性。首先挑選出100 首遊戲音樂,接著以五種情境做為分類依據將遊戲音樂做出初步的分類,分別是:(1)地區性遊戲音樂、(2)緊張遊戲音樂、(3)輕鬆遊戲音樂、(4)激動遊戲音樂以及(5)奇幻遊戲音樂等五種,並從100 首樣本中挑選出較具代表性的情境音樂,每種情境三首共十五首。第二步進行問卷實驗,先收集單一形容詞做為初始的情感反應尺度,讓受測者評估這一系列的十五首遊戲音樂,最後,利用因素分析針對受測者的情感反應挑選出具代表性的形容詞。本研究最後所挑選出之情感形容詞為:冰冷的、幽默的、奇異的以及平靜的,此四個形容詞將可作為後續遊戲音樂與情感反應相關研究之初始情感尺度參考指標。
As the game design industry develops, the use of artificial intelligence has enabled the production of games that are more suited to the preferences of game players. The design of game music in particular has considerable influence on game players. A game with well-designed audio enables game players to immerse themselves in their role and the scenario of the game. Using factor analysis, we selected representative adjectives to describe the affective responses (emotional reactions) of game players. We first selected 100 pieces of game music and divided the samples into five scenarios: (1) regional game music, (2) tense game music, (3) relaxing game music, (4) exciting game music, and (5) fantastic game music. We then chose three representative pieces from each scenario, resulting in a total of 15 pieces. The second stage of this study involved a questionnaire experiment in which we collected adjectives from subjects’ evaluations of the samples to form a preliminary affective response scale. Finally, we employed factor analysis to select representative adjectives from the list derived from the test subjects We selected four adjectives to form a preliminary affective scale for 8-bit game music: cold, humorous, fantastic, and calming. This study provides reference for future studies on game music and affective response.
期刊論文
1.Chamorro-Premuzic, T.、Furnham, A.(2007)。Personality and music: Can traits explain how people use music in everyday life?。British Journal of Psychology,98(2),175-185。  new window
2.Collins, K.(2008)。In the loop creativity and constraint in 8-bit video game audio。Twentieth-century Music,4,209-227。  new window
3.Coxhead, P.、Bynner, J. M.(1981)。Factor analysis of semantic differential data。Quality & Quantity,15,553-567。  new window
4.Teng,Y. S.、Chang, H. M.(2004)。Applying Kansei engineering on product audio design and research。Industry Design,32(2),155-164。  new window
5.蕭坤安、Chen, Lin Lin(2006)。Fundamental dimensions of affective responses to product shapes。International Journal of Industrial Ergonomics,36(6),553-564。  new window
6.Hsu, Shang H.、Chuang, Ming C.、Chang, Chien C.(2000)。A semantic differential study of designers' and users' product form perception。International Journal of Industrial Ergonomics,25(4),375-391。  new window
7.Wold, E.、Blum, T.、Keislar, D.、Wheaton, J.(1996)。Content-based classification, search, and retrieval of audio。IEEE Multimedia,3,27-36。  new window
8.Tzanetakis, G.、Cook, P.(2002)。Musical Genre Classification of Audio Signals。IEEE Transactions on Speech and Audio Processing,10(5),293-302。  new window
9.Jindo, Tomio、Hirasago, Kiyomi、Nagamachi, Mitsuo(1995)。Development of a design support system for office chairs using 3-D graphics。International Journal of Industrial Ergonomics,15(1),49-62。  new window
10.黃靜芳、吳舜文(20070700)。大學生音樂選曲與情緒反應之相關研究。國際藝術教育學刊,5(1),33-70。new window  延伸查詢new window
11.Nagamachi, Mitsuo(1995)。Kansei engineering: A new ergonomic consumer-oriented technology for product development。International Journal of Industrial Ergonomics,15(1),3-11。  new window
會議論文
1.Livingstone, S. R.、Brown, A. R.(2005)。Dynamic Response: Real-Time Adaptation for Music Emotion。The Second Australasian conference on Interactive Entertainment。Creativity and Cognition Studios Press。  new window
學位論文
1.林明穎(2009)。音樂與情緒關係定位之研究(碩士論文)。國立臺灣師範大學。  延伸查詢new window
2.Lin, C. N.(2001)。A Study on image perception evaluation of artificial sound signals(碩士論文)。National Yunlin University of Science and Technology,Yunlin, Taiwan。  new window
3.Rossoff, S. M.(2007)。Adapting personal music based on game play(碩士論文)。Northwestern University,Evanston, IL。  new window
4.林俊男(2001)。人工聲音信號意象感知評價之研究(碩士論文)。國立雲林科技大學。  延伸查詢new window
5.莊雅量(2001)。應用音樂性聲音訊號傳達訊息屬性的可能性研究--以行動電話之"聽聲辨人"為例(碩士論文)。國立交通大學。  延伸查詢new window
圖書
1.Rollings, A.、Morris, D.(2004)。Game Architecture and Design: A New Edition。New Riders。  new window
2.Collins, K.(2008)。Game Sound: An Introduction to the History, Theory and Practice of Video Game Music and Sound Design。The MIT Press。  new window
3.Cooke, D.(1990)。The Language of Music。USA:Oxford University Press。  new window
4.Lartillot, O.、Toiviainen, P.、Eerola, T.(2008)。A Matlab Toolbox for Music Information Retrieval。University of Jyvaskyla。  new window
5.Kim, Jae-On、Mueller, Charles W.(1978)。Factor Analysis: Statistical Methods and Practical Issues。Sage Publications。  new window
6.Nunnally, Jum C.(1967)。Psychometric Theory。McGraw-Hill。  new window
7.Daveies, S.(1994)。Musical meaning and expression。Ithaca, NY:Cornell University Press。  new window
圖書論文
1.Drabkin, W.(2001)。Fourth。The New Grove Dictionary of Music and Musicians。London:Macmillan Publishers。  new window
 
 
 
 
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