FR3123487B1 - Procédé pour la prédiction automatique de l’effet émotionnel produit par une séquence de jeu vidéo - Google Patents
Procédé pour la prédiction automatique de l’effet émotionnel produit par une séquence de jeu vidéo Download PDFInfo
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- FR3123487B1 FR3123487B1 FR2105553A FR2105553A FR3123487B1 FR 3123487 B1 FR3123487 B1 FR 3123487B1 FR 2105553 A FR2105553 A FR 2105553A FR 2105553 A FR2105553 A FR 2105553A FR 3123487 B1 FR3123487 B1 FR 3123487B1
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- 230000002996 emotional effect Effects 0.000 title abstract 4
- 238000000034 method Methods 0.000 title abstract 4
- 238000013528 artificial neural network Methods 0.000 abstract 5
- 230000005540 biological transmission Effects 0.000 abstract 2
- 238000002372 labelling Methods 0.000 abstract 2
- 230000002123 temporal effect Effects 0.000 abstract 1
Classifications
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V10/00—Arrangements for image or video recognition or understanding
- G06V10/70—Arrangements for image or video recognition or understanding using pattern recognition or machine learning
- G06V10/82—Arrangements for image or video recognition or understanding using pattern recognition or machine learning using neural networks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V10/00—Arrangements for image or video recognition or understanding
- G06V10/40—Extraction of image or video features
- G06V10/44—Local feature extraction by analysis of parts of the pattern, e.g. by detecting edges, contours, loops, corners, strokes or intersections; Connectivity analysis, e.g. of connected components
- G06V10/443—Local feature extraction by analysis of parts of the pattern, e.g. by detecting edges, contours, loops, corners, strokes or intersections; Connectivity analysis, e.g. of connected components by matching or filtering
- G06V10/449—Biologically inspired filters, e.g. difference of Gaussians [DoG] or Gabor filters
- G06V10/451—Biologically inspired filters, e.g. difference of Gaussians [DoG] or Gabor filters with interaction between the filter responses, e.g. cortical complex cells
- G06V10/454—Integrating the filters into a hierarchical structure, e.g. convolutional neural networks [CNN]
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V10/00—Arrangements for image or video recognition or understanding
- G06V10/70—Arrangements for image or video recognition or understanding using pattern recognition or machine learning
- G06V10/77—Processing image or video features in feature spaces; using data integration or data reduction, e.g. principal component analysis [PCA] or independent component analysis [ICA] or self-organising maps [SOM]; Blind source separation
- G06V10/80—Fusion, i.e. combining data from various sources at the sensor level, preprocessing level, feature extraction level or classification level
- G06V10/809—Fusion, i.e. combining data from various sources at the sensor level, preprocessing level, feature extraction level or classification level of classification results, e.g. where the classifiers operate on the same input data
- G06V10/811—Fusion, i.e. combining data from various sources at the sensor level, preprocessing level, feature extraction level or classification level of classification results, e.g. where the classifiers operate on the same input data the classifiers operating on different input data, e.g. multi-modal recognition
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V20/00—Scenes; Scene-specific elements
- G06V20/40—Scenes; Scene-specific elements in video content
- G06V20/46—Extracting features or characteristics from the video content, e.g. video fingerprints, representative shots or key frames
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V20/00—Scenes; Scene-specific elements
- G06V20/60—Type of objects
- G06V20/64—Three-dimensional objects
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V40/00—Recognition of biometric, human-related or animal-related patterns in image or video data
- G06V40/10—Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
- G06V40/15—Biometric patterns based on physiological signals, e.g. heartbeat, blood flow
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V40/00—Recognition of biometric, human-related or animal-related patterns in image or video data
- G06V40/10—Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
- G06V40/16—Human faces, e.g. facial parts, sketches or expressions
- G06V40/174—Facial expression recognition
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L25/00—Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00
- G10L25/27—Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00 characterised by the analysis technique
- G10L25/30—Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00 characterised by the analysis technique using neural networks
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L25/00—Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00
- G10L25/48—Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00 specially adapted for particular use
- G10L25/51—Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00 specially adapted for particular use for comparison or discrimination
- G10L25/63—Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00 specially adapted for particular use for comparison or discrimination for estimating an emotional state
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L15/00—Speech recognition
- G10L15/005—Language recognition
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Theoretical Computer Science (AREA)
- Health & Medical Sciences (AREA)
- Physics & Mathematics (AREA)
- General Health & Medical Sciences (AREA)
- General Physics & Mathematics (AREA)
- Human Computer Interaction (AREA)
- Evolutionary Computation (AREA)
- Computer Vision & Pattern Recognition (AREA)
- Artificial Intelligence (AREA)
- Life Sciences & Earth Sciences (AREA)
- Audiology, Speech & Language Pathology (AREA)
- Acoustics & Sound (AREA)
- Signal Processing (AREA)
- Software Systems (AREA)
- Computational Linguistics (AREA)
- Medical Informatics (AREA)
- Databases & Information Systems (AREA)
- Biophysics (AREA)
- Cardiology (AREA)
- Heart & Thoracic Surgery (AREA)
- Computing Systems (AREA)
- Child & Adolescent Psychology (AREA)
- Physiology (AREA)
- Hospice & Palliative Care (AREA)
- Psychiatry (AREA)
- Oral & Maxillofacial Surgery (AREA)
- Biodiversity & Conservation Biology (AREA)
- Biomedical Technology (AREA)
- Molecular Biology (AREA)
- Processing Or Creating Images (AREA)
- Image Analysis (AREA)
- Measurement Of The Respiration, Hearing Ability, Form, And Blood Characteristics Of Living Organisms (AREA)
Abstract
L’invention présente un procédé pour la prédiction automatique de l’effet émotionnel produit par une séquence de jeu vidéo comprenant une étape d’étiquetage de séquences dudit jeu par la génération automatique de descripteurs à des séquences temporelles dudit jeu, caractérisé en ce que ladite étape d’étiquetage consiste à appliquer un traitement numérique, au flux audio, par une architecture de réseau neuronal [par exemple convolutif (CNN) (notamment pour l’audio et l’image) et une couche de codage NLP pour la tâche d'identification du langage, pour extraire une première série de descripteurs horodatés et à appliquer un traitement numérique au flux vidéo pour fournir une deuxième série de descripteurs horodatés par une architecture de réseau neuronal pour la tâche de caractérisation des scènes de chaque image dudit flux vidéo [reconnaissance de caractères sur les sous-titres, l’histogramme colorimétrique, et pour fournir une troisième série de descripteurs par un classificateur de composantes graphiques], et la transmission sous forme de M-uplets à un réseau de neuronele procédé comportant en outre un traitement de biosignaux générés par un moyen d’acquisition de l’état émotionnel d’au moins un joueur pour extraire des signaux horodatés valeur Sarousal(t) et valeur Svalence (t) et leur transmission sous forme de N-uplets à un réseau de neurones le procédé comportant en outre le traitement desdits M-uplets correspondant auxdits descripteurs horodatés du premier et du deuxième type et lesdits N-uplets par un réseau de neurones pour fournir au moins un indicateur prédictif de l’état émotionnel induit par un type de séquence audiovisuelle.
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
FR2105553A FR3123487B1 (fr) | 2021-05-27 | 2021-05-27 | Procédé pour la prédiction automatique de l’effet émotionnel produit par une séquence de jeu vidéo |
EP22728292.8A EP4348598A1 (fr) | 2021-05-27 | 2022-05-25 | Procédé pour la prédiction automatique de l'effet émotionnel produit par une séquence de jeu vidéo |
PCT/IB2022/054882 WO2022249081A1 (fr) | 2021-05-27 | 2022-05-25 | Procédé pour la prédiction automatique de l'effet émotionnel produit par une séquence de jeu vidéo |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
FR2105553 | 2021-05-27 | ||
FR2105553A FR3123487B1 (fr) | 2021-05-27 | 2021-05-27 | Procédé pour la prédiction automatique de l’effet émotionnel produit par une séquence de jeu vidéo |
Publications (2)
Publication Number | Publication Date |
---|---|
FR3123487A1 FR3123487A1 (fr) | 2022-12-02 |
FR3123487B1 true FR3123487B1 (fr) | 2024-01-19 |
Family
ID=77710885
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
FR2105553A Active FR3123487B1 (fr) | 2021-05-27 | 2021-05-27 | Procédé pour la prédiction automatique de l’effet émotionnel produit par une séquence de jeu vidéo |
Country Status (3)
Country | Link |
---|---|
EP (1) | EP4348598A1 (fr) |
FR (1) | FR3123487B1 (fr) |
WO (1) | WO2022249081A1 (fr) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN116843798A (zh) * | 2023-07-03 | 2023-10-03 | 支付宝(杭州)信息技术有限公司 | 动画生成方法、模型训练方法及装置 |
Family Cites Families (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP3688997A4 (fr) | 2017-09-29 | 2021-09-08 | Warner Bros. Entertainment Inc. | Production et contrôle de contenu cinématique en réponse à un état émotionnel d'utilisateur |
CN112118784B (zh) * | 2018-01-08 | 2024-06-14 | 华纳兄弟娱乐公司 | 用于检测神经生理状态的社交交互应用 |
US10449461B1 (en) | 2018-05-07 | 2019-10-22 | Microsoft Technology Licensing, Llc | Contextual in-game element recognition, annotation and interaction based on remote user input |
US10818312B2 (en) | 2018-12-19 | 2020-10-27 | Disney Enterprises, Inc. | Affect-driven dialog generation |
US10835823B2 (en) * | 2018-12-27 | 2020-11-17 | Electronic Arts Inc. | Sensory-based dynamic game-state configuration |
US10918948B2 (en) * | 2019-03-19 | 2021-02-16 | modl.ai ApS | Game bot generation for gaming applications |
FR3100972B1 (fr) | 2019-09-20 | 2021-09-10 | Ovomind K K | Système de détermination d’une émotion d’un utilisateur |
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2021
- 2021-05-27 FR FR2105553A patent/FR3123487B1/fr active Active
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2022
- 2022-05-25 WO PCT/IB2022/054882 patent/WO2022249081A1/fr active Application Filing
- 2022-05-25 EP EP22728292.8A patent/EP4348598A1/fr active Pending
Also Published As
Publication number | Publication date |
---|---|
FR3123487A1 (fr) | 2022-12-02 |
EP4348598A1 (fr) | 2024-04-10 |
WO2022249081A1 (fr) | 2022-12-01 |
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