Please use this identifier to cite or link to this item: http://localhost/handle/Hannan/2731
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dc.contributor.authorWilliams, Duncan, ; editor. ;en_US
dc.contributor.authorLee, Newton, ; editor. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:40:18Z-
dc.date.available2020-05-17T08:40:18Z-
dc.date.issued2018en_US
dc.identifier.isbn9783319722726 ; 978-3-319-72272-6 ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/2731-
dc.descriptionen_US
dc.description005.437 ; 23 ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.description42 ;en_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionen_US
dc.descriptionQA76.9.H85 ;en_US
dc.descriptionPrinted edition: ; 9783319722719 ;en_US
dc.descriptionen_US
dc.description4.019 ; 23 ;en_US
dc.description.abstractThis book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear ee Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack.e Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtrackinge are outlined,e before a series of cutting edge examples are given.e These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future. ;en_US
dc.description.statementofresponsibilityedited by Duncan Williams, Newton Lee.en_US
dc.description.tableofcontents1 Welcome and Introduction from the Editors -- 2 Past: An overview of emotion as a parameter in music, definitions, and historical approaches -- 3 Present: Emotion in speech, singing, and sound effects -- 4 Present: Affectively-driven algorithmic composition -- 5 An auto-ethnographic approach to creating the emotional content of horror game soundtracking -- 6 Present: Brain Computer Music Interfacing (BCMI) -- 7 When the Soundtrack is the Game: from Audio-games to Gaming the Music -- 8 Motion Controllers, Sound, and Music in Video Games -- 9 Future: Repurposing music according to individual preferences for personalized soundtracks -- 10 Sounding the Story: Music in Videogame Cutscenes -- 11 The Impact of Multichannel Game Audio on the Quality and Enjoyment of Player Experience -- 12 Concluding remarks. ;en_US
dc.format.extentX, 167 pages 37 illustrations : ; online resource. ;en_US
dc.publisherSpringer International Publishing :en_US
dc.publisherImprint: Springer,en_US
dc.relation.ispartofseriesInternational Series on Computer Entertainment and Media Technology, ; 2364-947X ;en_US
dc.relation.ispartofseriesInternational series on computer entertainment and media technology. ; 2364-947X ;en_US
dc.relation.haspart9783319722726.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectMusic. ;en_US
dc.subjectUser interfaces and Computer Systemsen_US
dc.subjectMultimedia systems. ;en_US
dc.subjectMathematics. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectUser Interfaces and Human Computer Interactionen_US
dc.subjectMedia Design. ;en_US
dc.subjectGame Development. ;en_US
dc.subjectMusic. ;en_US
dc.subjectMathematics in Music. ;en_US
dc.titleEmotion in Video Game Soundtrackingen_US
dc.typeBooken_US
dc.publisher.placeCham :en_US
dc.classification.lcQA76.9.U83 ;en_US
Appears in Collections:مهندسی فناوری اطلاعات

Files in This Item:
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9783319722726.pdf3.82 MBAdobe PDFThumbnail
Preview File
Full metadata record
DC FieldValueLanguage
dc.contributor.authorWilliams, Duncan, ; editor. ;en_US
dc.contributor.authorLee, Newton, ; editor. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:40:18Z-
dc.date.available2020-05-17T08:40:18Z-
dc.date.issued2018en_US
dc.identifier.isbn9783319722726 ; 978-3-319-72272-6 ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/2731-
dc.descriptionen_US
dc.description005.437 ; 23 ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.description42 ;en_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionen_US
dc.descriptionQA76.9.H85 ;en_US
dc.descriptionPrinted edition: ; 9783319722719 ;en_US
dc.descriptionen_US
dc.description4.019 ; 23 ;en_US
dc.description.abstractThis book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear ee Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack.e Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtrackinge are outlined,e before a series of cutting edge examples are given.e These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future. ;en_US
dc.description.statementofresponsibilityedited by Duncan Williams, Newton Lee.en_US
dc.description.tableofcontents1 Welcome and Introduction from the Editors -- 2 Past: An overview of emotion as a parameter in music, definitions, and historical approaches -- 3 Present: Emotion in speech, singing, and sound effects -- 4 Present: Affectively-driven algorithmic composition -- 5 An auto-ethnographic approach to creating the emotional content of horror game soundtracking -- 6 Present: Brain Computer Music Interfacing (BCMI) -- 7 When the Soundtrack is the Game: from Audio-games to Gaming the Music -- 8 Motion Controllers, Sound, and Music in Video Games -- 9 Future: Repurposing music according to individual preferences for personalized soundtracks -- 10 Sounding the Story: Music in Videogame Cutscenes -- 11 The Impact of Multichannel Game Audio on the Quality and Enjoyment of Player Experience -- 12 Concluding remarks. ;en_US
dc.format.extentX, 167 pages 37 illustrations : ; online resource. ;en_US
dc.publisherSpringer International Publishing :en_US
dc.publisherImprint: Springer,en_US
dc.relation.ispartofseriesInternational Series on Computer Entertainment and Media Technology, ; 2364-947X ;en_US
dc.relation.ispartofseriesInternational series on computer entertainment and media technology. ; 2364-947X ;en_US
dc.relation.haspart9783319722726.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectMusic. ;en_US
dc.subjectUser interfaces and Computer Systemsen_US
dc.subjectMultimedia systems. ;en_US
dc.subjectMathematics. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectUser Interfaces and Human Computer Interactionen_US
dc.subjectMedia Design. ;en_US
dc.subjectGame Development. ;en_US
dc.subjectMusic. ;en_US
dc.subjectMathematics in Music. ;en_US
dc.titleEmotion in Video Game Soundtrackingen_US
dc.typeBooken_US
dc.publisher.placeCham :en_US
dc.classification.lcQA76.9.U83 ;en_US
Appears in Collections:مهندسی فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9783319722726.pdf3.82 MBAdobe PDFThumbnail
Preview File
Full metadata record
DC FieldValueLanguage
dc.contributor.authorWilliams, Duncan, ; editor. ;en_US
dc.contributor.authorLee, Newton, ; editor. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:40:18Z-
dc.date.available2020-05-17T08:40:18Z-
dc.date.issued2018en_US
dc.identifier.isbn9783319722726 ; 978-3-319-72272-6 ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/2731-
dc.descriptionen_US
dc.description005.437 ; 23 ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.description42 ;en_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionen_US
dc.descriptionQA76.9.H85 ;en_US
dc.descriptionPrinted edition: ; 9783319722719 ;en_US
dc.descriptionen_US
dc.description4.019 ; 23 ;en_US
dc.description.abstractThis book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear ee Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack.e Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtrackinge are outlined,e before a series of cutting edge examples are given.e These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future. ;en_US
dc.description.statementofresponsibilityedited by Duncan Williams, Newton Lee.en_US
dc.description.tableofcontents1 Welcome and Introduction from the Editors -- 2 Past: An overview of emotion as a parameter in music, definitions, and historical approaches -- 3 Present: Emotion in speech, singing, and sound effects -- 4 Present: Affectively-driven algorithmic composition -- 5 An auto-ethnographic approach to creating the emotional content of horror game soundtracking -- 6 Present: Brain Computer Music Interfacing (BCMI) -- 7 When the Soundtrack is the Game: from Audio-games to Gaming the Music -- 8 Motion Controllers, Sound, and Music in Video Games -- 9 Future: Repurposing music according to individual preferences for personalized soundtracks -- 10 Sounding the Story: Music in Videogame Cutscenes -- 11 The Impact of Multichannel Game Audio on the Quality and Enjoyment of Player Experience -- 12 Concluding remarks. ;en_US
dc.format.extentX, 167 pages 37 illustrations : ; online resource. ;en_US
dc.publisherSpringer International Publishing :en_US
dc.publisherImprint: Springer,en_US
dc.relation.ispartofseriesInternational Series on Computer Entertainment and Media Technology, ; 2364-947X ;en_US
dc.relation.ispartofseriesInternational series on computer entertainment and media technology. ; 2364-947X ;en_US
dc.relation.haspart9783319722726.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectMusic. ;en_US
dc.subjectUser interfaces and Computer Systemsen_US
dc.subjectMultimedia systems. ;en_US
dc.subjectMathematics. ;en_US
dc.subjectComputer Scienceen_US
dc.subjectUser Interfaces and Human Computer Interactionen_US
dc.subjectMedia Design. ;en_US
dc.subjectGame Development. ;en_US
dc.subjectMusic. ;en_US
dc.subjectMathematics in Music. ;en_US
dc.titleEmotion in Video Game Soundtrackingen_US
dc.typeBooken_US
dc.publisher.placeCham :en_US
dc.classification.lcQA76.9.U83 ;en_US
Appears in Collections:مهندسی فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9783319722726.pdf3.82 MBAdobe PDFThumbnail
Preview File