2012 IEEE Conference on Computational Intelligence and Games (CIG) 2012
DOI: 10.1109/cig.2012.6374172
|View full text |Cite
|
Sign up to set email alerts
|

BeatTheBeat music-based procedural content generation in a mobile game

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
5
0

Year Published

2013
2013
2021
2021

Publication Types

Select...
5
2

Relationship

0
7

Authors

Journals

citations
Cited by 12 publications
(5 citation statements)
references
References 7 publications
0
5
0
Order By: Relevance
“…There is also prior work utilizing PCG techniques with a rhythmic focus for other game domains, such as platformers [30,31]. Prior work also includes PCG based on user input, altering or blending songs together based on player actions [11,17]. There are also several commercial games focused around the use of PCG techniques on arbitrary music to generate content [8,9].…”
Section: Chart Generation and Music-related Pcg Without Machine Learningmentioning
confidence: 99%
“…There is also prior work utilizing PCG techniques with a rhythmic focus for other game domains, such as platformers [30,31]. Prior work also includes PCG based on user input, altering or blending songs together based on player actions [11,17]. There are also several commercial games focused around the use of PCG techniques on arbitrary music to generate content [8,9].…”
Section: Chart Generation and Music-related Pcg Without Machine Learningmentioning
confidence: 99%
“…Some modern mobile games use automated music analysis to generate level content, including Au-dioSurf 6 and Record Run. 7 Levels in Guitar Hero are created individually by humans, but the research prototype Beat the Beat (Jordan et al, 2012) uses rhythmic information extracted from the audio to generate levels for a Guitar Hero-like minigame.…”
Section: Automatic Remixing and Level Creationmentioning
confidence: 99%
“…In a more recent example by Jordan et al [4], the authors report on a research prototytpe BeatTheBeat, in which game levels are matched to background music tracks based on features extracted from the audio signal, and these are allocated to cells on a game board using a self-organising map.…”
Section: Prior Workmentioning
confidence: 99%