JP2011076047A - Pseudo communication device using sound analysis technology and psychology - Google Patents

Pseudo communication device using sound analysis technology and psychology Download PDF

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Publication number
JP2011076047A
JP2011076047A JP2009243869A JP2009243869A JP2011076047A JP 2011076047 A JP2011076047 A JP 2011076047A JP 2009243869 A JP2009243869 A JP 2009243869A JP 2009243869 A JP2009243869 A JP 2009243869A JP 2011076047 A JP2011076047 A JP 2011076047A
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voice
user
partner
conversation
entertainment
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JP2009243869A
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Japanese (ja)
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Nobuyoshi Yamagishi
宣義 山岸
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Abstract

<P>PROBLEM TO BE SOLVED: To raise communication capability from a viewpoint of pronunciation and how to take intervals, and to apply for entertainment. <P>SOLUTION: Utterance sound of appropriate response of a user is analyzed by sound analysis, and impression given to a partner combining timing of appropriate response and situation is psychologically obtained, and a conversation content of the partner is branched. Entertainment is raised by dubbing voice of a famous animation voice actor etc. to the partner's part, and achieving longing conversation. <P>COPYRIGHT: (C)2011,JPO&INPIT

Description

本発明は、相手の話に対するユーザーの相槌の発声音響や間によって擬似的なコミュニケーションを行うことにより、コミュニケーション力の成長・学習や、エンタテイメントとしてのコミュニケーションを楽しむゲームに関する。  The present invention relates to a game for enjoying communication communication as an entertainment by growing and learning communication skills by performing pseudo-communication based on the utterance sound of the user's interaction with the other party's story.

コミュニケーション能力を育成する手段として、相手への言葉(台詞)の選択ではなく、発声(声の高低、ボリューム、明瞭さ、イントネイション、いきもれ、速度など)や、間の取り方の方面の育成を実現させる。  As a means of cultivating communication skills, it is important not to select words (speech) to the other party, but to speak (level of voice, volume, clarity, intonation, breath, speed, etc.) Realize training.

また、本発明を利用し、エンタテイメントとしてのコミュニケーション装置も実現する。  Moreover, the communication apparatus as entertainment is also realized using the present invention.

まず、ユーザーの話し相手の話す声を録音しておく。そして、再生された声に対し、ユーザーが声で相槌をうつ。相槌の言葉はあらかじめ決められている。その時の相槌のタイミングを、タイマーで計っておく。また、相槌の発声音を音響分析し、声の高低、ボリューム、明瞭さ、イントネイション、いきもれ、速度などの各項目を、項目ごとにデータ化する。そして、相槌のタイミングとその音響のデータと、その相槌の対象となるユーザーの相手の話の内容との組み合わせから、心理学的見地よりその相槌によってユーザーの相手が受ける心象をはじき出し、その心象からユーザーの相手の話し方や内容が分岐してゆく。これにより疑似会話を実現する。  First, record the voice of the user. Then, the user exchanges opinions with the reproduced voice. The words of sumo are predetermined. The timing of the conflict at that time is measured with a timer. In addition, acoustic analysis is performed on the utterances of the companion, and each item such as voice pitch, volume, clarity, intonation, breathing, and speed is converted into data for each item. Then, from the psychological point of view, the user's partner receives the image of the user's partner from the psychological point of view, based on the combination of the timing of the interaction, the acoustic data, and the content of the story of the user's partner who is the target of the interaction. The way the user talks and the content branches. This realizes a pseudo conversation.

また、有名声優などを起用して、「あの素敵な人と会話ができる」といった、歴史上の有名人やアニメのキャラクター、本発明のオリジナルキャラクターなどとの架空の夢の会話を実現するといったエンタテイメントも実現させる。  In addition, entertainment such as realizing a fictional dream conversation with famous celebrities, anime characters, original characters of the present invention such as `` can talk with that nice person '' by using famous voice actors etc. make it happen.

その際、会話のシチュエーションから、好きな声の相手との疑似恋愛なども実現させる。  At that time, from the situation of conversation, pseudo love with the partner of the favorite voice is also realized.

Claims (4)

まず、ユーザーの話し相手の話す声を録音しておく。そして、再生された声に対し、ユーザーが声で相槌をうつ。相槌の言葉はあらかじめ決められている。その時の相槌のタイミングを計っておく。また、相槌の発声音を音響分析し、声の高低、ボリューム、明瞭さ、イントネイション、いきもれ、速度などの各項目を、項目ごとにデータ化する。そして、相槌のタイミングとその音響のデータと、その相槌の対象となるユーザーの相手の話の内容との組み合わせから、心理学的見地よりその相槌によってユーザーの相手が受ける心象をはじき出し、その心象からユーザーの相手の話し方や内容が分岐してゆく。これにより疑似会話を実現する。  First, record the voice of the user. Then, the user exchanges opinions with the reproduced voice. The words of sumo are predetermined. Measure the timing of the conflict at that time. In addition, acoustic analysis is performed on the utterances of the companion, and each item such as voice pitch, volume, clarity, intonation, breathing, and speed is converted into data for each item. Then, from the psychological point of view, the user's partner receives the image of the user's partner from the psychological point of view, based on the combination of the timing of the interaction, the acoustic data, and the content of the story of the user's partner who is the target of the interaction. The way the user talks and the content branches. This realizes a pseudo conversation. コミュニケーション能力を育成する手段として、相手への言葉(台詞)の選択ではなく、発声(声の高低、ボリューム、明瞭さ、イントネイション、いきもれ、速度など)や、間の取り方の方面の育成を実現させる。  As a means of cultivating communication skills, it is important not to select words (speech) to the other party, but to speak (level of voice, volume, clarity, intonation, breath, speed, etc.) Realize training. 本発明において、有名声優などを起用して、「あの素敵な人と会話ができる」といった、歴史上の有名人やアニメのキャラクター、本発明のオリジナルキャラクターなどとの架空の夢の会話を実現するといったエンタテイメントも実現させる。  In the present invention, a famous voice actor is used to realize a fictitious dream conversation with historical celebrities, anime characters, original characters of the present invention, such as “can talk with that nice person”, etc. Entertainment is also realized. 本発明において、有名声優などを起用して、「あの素敵な人と会話ができる」といった、歴史上の有名人やアニメのキャラクター、本発明のオリジナルキャラクターなどとの架空の夢の会話を実現するといったエンタテイメントも実現させる際、会話のシチュエーションから、好きな声の相手との疑似恋愛なども実現させる。このようにして、シチュエイションからもエンタテイメント性を高める。  In the present invention, a famous voice actor is used to realize a fictitious dream conversation with historical celebrities, anime characters, original characters of the present invention, such as “can talk with that nice person”, etc. When realizing entertainment, from conversation situations to pseudo-love with your favorite voice partner. In this way, entertainment is enhanced from the situation.
JP2009243869A 2009-10-01 2009-10-01 Pseudo communication device using sound analysis technology and psychology Pending JP2011076047A (en)

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Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002351489A (en) * 2001-05-29 2002-12-06 Namco Ltd Game information, information storage medium, and game machine
JP2004086001A (en) * 2002-08-28 2004-03-18 Sony Corp Conversation processing system, conversation processing method, and computer program
JP2006113546A (en) * 2004-09-14 2006-04-27 Honda Motor Co Ltd Information transmission device
JP2008107673A (en) * 2006-10-27 2008-05-08 Business Design Kenkyusho:Kk Conversation robot

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002351489A (en) * 2001-05-29 2002-12-06 Namco Ltd Game information, information storage medium, and game machine
JP2004086001A (en) * 2002-08-28 2004-03-18 Sony Corp Conversation processing system, conversation processing method, and computer program
JP2006113546A (en) * 2004-09-14 2006-04-27 Honda Motor Co Ltd Information transmission device
JP2008107673A (en) * 2006-10-27 2008-05-08 Business Design Kenkyusho:Kk Conversation robot

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