Geração de conteúdo procedimental para jogos com base em música

Detalhes bibliográficos
Autor(a) principal: Pedro Maria Resende Vieira de Castro
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/107048
Resumo: Procedural content generation (PCG) has been used to create content for video games since the 1980's. It allows an easier creation of levels and other game content while providing the player with a more refreshing and less boring gameplay, due to the constant game level variety. Although the process of PCG is said to be automatic, it is usually used with an interface where the level designer has to choose and define the creation parameters for each kind of level desired. The purpose of this thesis is to create a new paradigm, where the whole level is created using the existing designed game content and parameters without the need of anyone's intervention. The whole choice of the parameters and settings used would be defined by music. We can extract various kind of information from any piece of music, for which different Musical Information Retrieval(MIR) tools can be used. And then using this information we can map them in various different ways to select our parameters, creating in this way a paradigm where the focus is changed from a low-level parameters input method, to a higher one where these are altered and interpreted from a music track, which in turn would result in different kinds of levels and gameplay by simply using a new piece of music. The results was the mapping from the features extracted from Essentia to the developed PCG methods where positives results can be seen although not always perfect
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spelling Geração de conteúdo procedimental para jogos com base em músicaEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringProcedural content generation (PCG) has been used to create content for video games since the 1980's. It allows an easier creation of levels and other game content while providing the player with a more refreshing and less boring gameplay, due to the constant game level variety. Although the process of PCG is said to be automatic, it is usually used with an interface where the level designer has to choose and define the creation parameters for each kind of level desired. The purpose of this thesis is to create a new paradigm, where the whole level is created using the existing designed game content and parameters without the need of anyone's intervention. The whole choice of the parameters and settings used would be defined by music. We can extract various kind of information from any piece of music, for which different Musical Information Retrieval(MIR) tools can be used. And then using this information we can map them in various different ways to select our parameters, creating in this way a paradigm where the focus is changed from a low-level parameters input method, to a higher one where these are altered and interpreted from a music track, which in turn would result in different kinds of levels and gameplay by simply using a new piece of music. The results was the mapping from the features extracted from Essentia to the developed PCG methods where positives results can be seen although not always perfect2017-07-242017-07-24T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/107048TID:201802295engPedro Maria Resende Vieira de Castroinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T14:10:15Zoai:repositorio-aberto.up.pt:10216/107048Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:56:16.104540Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Geração de conteúdo procedimental para jogos com base em música
title Geração de conteúdo procedimental para jogos com base em música
spellingShingle Geração de conteúdo procedimental para jogos com base em música
Pedro Maria Resende Vieira de Castro
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Geração de conteúdo procedimental para jogos com base em música
title_full Geração de conteúdo procedimental para jogos com base em música
title_fullStr Geração de conteúdo procedimental para jogos com base em música
title_full_unstemmed Geração de conteúdo procedimental para jogos com base em música
title_sort Geração de conteúdo procedimental para jogos com base em música
author Pedro Maria Resende Vieira de Castro
author_facet Pedro Maria Resende Vieira de Castro
author_role author
dc.contributor.author.fl_str_mv Pedro Maria Resende Vieira de Castro
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description Procedural content generation (PCG) has been used to create content for video games since the 1980's. It allows an easier creation of levels and other game content while providing the player with a more refreshing and less boring gameplay, due to the constant game level variety. Although the process of PCG is said to be automatic, it is usually used with an interface where the level designer has to choose and define the creation parameters for each kind of level desired. The purpose of this thesis is to create a new paradigm, where the whole level is created using the existing designed game content and parameters without the need of anyone's intervention. The whole choice of the parameters and settings used would be defined by music. We can extract various kind of information from any piece of music, for which different Musical Information Retrieval(MIR) tools can be used. And then using this information we can map them in various different ways to select our parameters, creating in this way a paradigm where the focus is changed from a low-level parameters input method, to a higher one where these are altered and interpreted from a music track, which in turn would result in different kinds of levels and gameplay by simply using a new piece of music. The results was the mapping from the features extracted from Essentia to the developed PCG methods where positives results can be seen although not always perfect
publishDate 2017
dc.date.none.fl_str_mv 2017-07-24
2017-07-24T00:00:00Z
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