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Evolving in-game mood-expressive music with MetaCompose

  • University of Southern Denmark
    ,
  • Deakin University
    ,
  • New York University
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Open access

Publication Information

Output type

Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-review

Original language

English

Article number

8

Publication milestones

  • Published - 2018

Publication status

Published - 2018

Place of publication

Wrexham, United Kingdom

Edition

8

Volume

1

Publisher

Association for Computing Machinery, United States

Book series

  • Book series name: Audio Mostly
978-1-4503-6609-0

Publication IDs

  • Scopus: 85060905429

Host publication title

AM'18 Proceedings of the Audio Mostly 2018 on Sound in Immersion and Emotion

Abstract

MetaCompose is a music generator based on a hybrid evolutionary technique that combines FI-2POP and multi-objective optimization. In this paper we employ the MetaCompose music generator to create music in real-time that expresses different
mood-states in a game-playing environment (Checkers). In particular, this paper focuses on determining if differences in player experience can be observed when: (i) using affective-dynamic music compared to static music, and (ii) the music supports the game’s internal narrative/state. Participants were tasked to play two games of Checkers while listening to two (out of three) different set-ups of game-related
generated music. The possible set-ups were: static expression, consistent affective expression, and random affective expression. During game-play players wore a E4 Wristband, allowing various physiological measures to be recorded such as blood volume pulse (BVP) and electromyographic activity (EDA). The data collected confirms a hypothesis based on three out of four criteria (engagement, music quality, coherency with game excitement, and coherency with performance) that players prefer dynamic affective music when asked to reflect on the current game-state. In the future this system could allow designers/composers to easily create affective and dynamic soundtracks for interactive applications

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