2015
DOI: 10.1007/978-3-319-16498-4_10
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AudioInSpace: Exploring the Creative Fusion of Generative Audio, Visuals and Gameplay

Abstract: Abstract. Computer games are unique creativity domains in that they elegantly fuse several facets of creative work including visuals, narrative, music, architecture and design. While the exploration of possibilities across facets of creativity offers a more realistic approach to the game design process, most existing autonomous (or semi-autonomous) game content generators focus on the mere generation of single domains (creativity facets) in games. Motivated by the sparse literature on multifaceted game content… Show more

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Cited by 25 publications
(15 citation statements)
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“…Interactive evolution has also allowed human intervention on orchestration between multiple game facets, such as space shooter weapons' visuals and trajectories (game rules) in Galactic Arms Race [81]. AudioInSpace [82] requires the player to test the weapons and select which weapons' visuals and rules are best orchestrated with the game's generated soundscape; the player can select which weapon they prefer but also which audio they prefer, allowing for more direct control over which facet should be adjusted to become more harmonious.…”
Section: Human Interaction In Orchestration Processesmentioning
confidence: 99%
See 3 more Smart Citations
“…Interactive evolution has also allowed human intervention on orchestration between multiple game facets, such as space shooter weapons' visuals and trajectories (game rules) in Galactic Arms Race [81]. AudioInSpace [82] requires the player to test the weapons and select which weapons' visuals and rules are best orchestrated with the game's generated soundscape; the player can select which weapon they prefer but also which audio they prefer, allowing for more direct control over which facet should be adjusted to become more harmonious.…”
Section: Human Interaction In Orchestration Processesmentioning
confidence: 99%
“…As with bottom-up and top-down approaches, there are different degrees of human interaction, which can be included in the orchestration process. Human interaction can use direct selection as in [78], [79], and [82] to replace the coherence evaluation of Fig. 5, indirectly learned designer preference models, which can automate evaluation until new data are offered by the player [44], [83], [84], or human-provided gameplay data to replace automated playtesting for the gameplay facet [80], [81].…”
Section: Human Interaction In Orchestration Processesmentioning
confidence: 99%
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“…Instead of relying on fitness functions designed by developers, users make their own aesthetic decisions by rating candidate individuals. With IEC users can evolve music and sounds [11,3,15], images [26], and visuals for video games [24,8,10,23]. For example in MutaSynth [3], timbres are encoded as arrays of floats where each gene represents a synthesizer parameter.…”
Section: Evolutionary Computation and Sound Generationmentioning
confidence: 99%