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 PDF

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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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FR3123487A1 (fr
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Yann Frachi
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Ovomind K K
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Ovomind K K
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Priority to FR2105553A priority Critical patent/FR3123487B1/fr
Priority to EP22728292.8A priority patent/EP4348598A1/fr
Priority to PCT/IB2022/054882 priority patent/WO2022249081A1/fr
Publication of FR3123487A1 publication Critical patent/FR3123487A1/fr
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V10/00Arrangements for image or video recognition or understanding
    • G06V10/70Arrangements for image or video recognition or understanding using pattern recognition or machine learning
    • G06V10/82Arrangements for image or video recognition or understanding using pattern recognition or machine learning using neural networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/212Input 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/67Generating 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V10/00Arrangements for image or video recognition or understanding
    • G06V10/40Extraction of image or video features
    • G06V10/44Local 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
    • G06V10/443Local 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
    • G06V10/449Biologically inspired filters, e.g. difference of Gaussians [DoG] or Gabor filters
    • G06V10/451Biologically inspired filters, e.g. difference of Gaussians [DoG] or Gabor filters with interaction between the filter responses, e.g. cortical complex cells
    • G06V10/454Integrating the filters into a hierarchical structure, e.g. convolutional neural networks [CNN]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V10/00Arrangements for image or video recognition or understanding
    • G06V10/70Arrangements for image or video recognition or understanding using pattern recognition or machine learning
    • G06V10/77Processing 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
    • G06V10/80Fusion, i.e. combining data from various sources at the sensor level, preprocessing level, feature extraction level or classification level
    • G06V10/809Fusion, 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
    • G06V10/811Fusion, 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V20/00Scenes; Scene-specific elements
    • G06V20/40Scenes; Scene-specific elements in video content
    • G06V20/46Extracting features or characteristics from the video content, e.g. video fingerprints, representative shots or key frames
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V20/00Scenes; Scene-specific elements
    • G06V20/60Type of objects
    • G06V20/64Three-dimensional objects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/10Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
    • G06V40/15Biometric patterns based on physiological signals, e.g. heartbeat, blood flow
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/10Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
    • G06V40/16Human faces, e.g. facial parts, sketches or expressions
    • G06V40/174Facial expression recognition
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L25/00Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00
    • G10L25/27Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00 characterised by the analysis technique
    • G10L25/30Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00 characterised by the analysis technique using neural networks
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L25/00Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00
    • G10L25/48Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00 specially adapted for particular use
    • G10L25/51Speech 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
    • G10L25/63Speech 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
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L15/00Speech recognition
    • G10L15/005Language recognition

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  • 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.
FR2105553A 2021-05-27 2021-05-27 Procédé pour la prédiction automatique de l’effet émotionnel produit par une séquence de jeu vidéo Active FR3123487B1 (fr)

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)

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FR3123487A1 FR3123487A1 (fr) 2022-12-02
FR3123487B1 true FR3123487B1 (fr) 2024-01-19

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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

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EP (1) EP4348598A1 (fr)
FR (1) FR3123487B1 (fr)
WO (1) WO2022249081A1 (fr)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
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)

* Cited by examiner, † Cited by third party
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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Publication number Publication date
FR3123487A1 (fr) 2022-12-02
EP4348598A1 (fr) 2024-04-10
WO2022249081A1 (fr) 2022-12-01

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