No One Lives Forever 2
Music-listening systems
The soundtrack of your mind: mind music - adaptive audio for game characters
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
In the Mood: Tagging Music with Affects
Affect and Emotion in Human-Computer Interaction
Adaptive Musical Expression from Automatic Realtime Orchestration and Performance
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Changing musical emotion: A computational rule system for modifying score and performance
Computer Music Journal
Machine Recognition of Music Emotion: A Review
ACM Transactions on Intelligent Systems and Technology (TIST)
Personalised gaming: a motivation and overview of literature
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
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Music plays an enormous role in today's computer games; it serves to elicit emotion, generate interest and convey important information. Traditional gaming music is fixed at the event level, where tracks loop until a state change is triggered. This behaviour however does not reflect musically the in-game state between these events. We propose a dynamic music environment, where music tracks adjust in real-time to the emotion of the in-game state. We are looking to improve the affective response to symbolic music through the modification of structural and performative characteristics through the application of rule-based techniques. In this paper we undertake a multidiscipline approach, and present a series of primary music-emotion structural rules for implementation. The validity of these rules was tested in small study involving eleven participants, each listening to six permutations from two musical works. Preliminary results indicate that the environment was generally successful in influencing the emotion of the musical works for three of the intended four directions (happier, sadder & content/dreamier). Our secondary aim of establishing that the use of music-emotion rules, sourced predominantly from Western classical music, could be applied with comparable results to modern computer gaming music was also largely successfully.