ﻻ يوجد ملخص باللغة العربية
This paper presents a commentator for providing real-time game commentary in a fighting game. The commentary takes into account highlight cues, obtained by analyzing scenes during gameplay, as input to adjust the pitch and loudness of commentary to be spoken by using a Text-to-Speech (TTS) technology. We investigate different designs for pitch and loudness adjustment. The proposed AI consists of two parts: a dynamic adjuster for controlling pitch and loudness of the TTS and a real-time game commentary generator. We conduct a pilot study on a fighting game, and our result shows that by adjusting the loudness significantly according to the level of game highlight, the entertainment of the gameplay can be enhanced.
This paper proposes a method for generating bullet comments for live-streaming games based on highlights (i.e., the exciting parts of video clips) extracted from the game content and evaluate the effect of mental health promotion. Game live streaming
Recently, there have been a lot of researches to synthesize / edit the motion of a single avatar in the virtual environment. However, there has not been so much work of simulating continuous interactions of multiple avatars such as fighting. In this
While many games were designed for steganography and robust watermarking, few focused on reversible watermarking. We present a two-encoder game related to the rate-distortion optimization of content-adaptive reversible watermarking. In the game, Alic
Automatic emotion recognition (AER) based on enriched multimodal inputs, including text, speech, and visual clues, is crucial in the development of emotionally intelligent machines. Although complex modality relationships have been proven effective f
With astonishing speed, bandwidth, and scale, Mobile Edge Computing (MEC) has played an increasingly important role in the next generation of connectivity and service delivery. Yet, along with the massive deployment of MEC servers, the ensuing energy