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학술논문컴퓨터게임및콘텐츠논문지2020.03 발행

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

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

Qike ZHAO(Department of Animation, Hubei Arts Institution)

33권 1호, 64~73쪽

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.

Abstract

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.

발행기관:
(사)한국컴퓨터게임학회
DOI:
http://dx.doi.org/10.22819/kscg.2020.33.1.007
분류:
기타공학일반

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Game design to determine the balance and difficulty of the game based on the synesthesia | 컴퓨터게임및콘텐츠논문지 2020 | AskLaw | 애스크로 AI