{"title":"Classification des émotions et des données pour la « sonification » étude de cas: événements d'un jeu vidéo","authors":"Maher Chemseddine, Monique Noirhomme-Fraiture","doi":"10.1145/1629826.1629856","DOIUrl":null,"url":null,"abstract":"Our ultimate goal is to \"sonify\" different applications, particularly video games. To achieve this aim we choose to rely on user emotion experience with some applications. In this paper we present a classification of emotions and game events (scenarios) of a classic arcade video game (attack, enemy approaching, destroying etc.) in a two-dimensional space. We selected 18 words of emotion in different languages (Arabic, English and French) and 14 events. Our statistical analysis showed a distribution of emotions in 8 major classes in the two-dimensional space (valence, arousal). We associated each class with a set of game events based on 72 user's own emotional experience.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"65 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Interaction Homme-Machine","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1629826.1629856","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Our ultimate goal is to "sonify" different applications, particularly video games. To achieve this aim we choose to rely on user emotion experience with some applications. In this paper we present a classification of emotions and game events (scenarios) of a classic arcade video game (attack, enemy approaching, destroying etc.) in a two-dimensional space. We selected 18 words of emotion in different languages (Arabic, English and French) and 14 events. Our statistical analysis showed a distribution of emotions in 8 major classes in the two-dimensional space (valence, arousal). We associated each class with a set of game events based on 72 user's own emotional experience.