Customizing In-Game Audio via User Profile Analysis

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Solution Overview

Problem

Existing virtual interactions between players and non-player characters (NPCs) in video games are limited by predefined dialogue and voice acting, lacking personalization and depth.

Innovation Solution

The system analyzes media files with different user profiles to identify characteristics, which are then used to modify parameters of in-game objects, such as NPC voices and appearances, to create a customized and personalized gaming experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If predefined dialogue and voice acting are used for NPC interactions, then the game structure is simple and controllable, but the personalization and engagement depth are limited

Engineering Contradiction:
Improvepersonalization capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system modifies audio parameters (pitch, tempo, tone) of NPC interactions based on user profile characteristics extracted from media files. By dynamically adjusting these audio parameters rather than using fixed recordings, the system achieves personalization while maintaining the simplicity of the underlying interaction framework.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system creates virtual copies of user characteristics from media files and applies them to NPC interactions. Instead of requiring complex real-time adaptation systems, it uses synthesized audio profiles that replicate user traits, achieving personalization through copying rather than complex generation.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If high-quality animations and voice acting are used to deepen player engagement, then the immersion and interaction quality improve, but the production cost and content requirements increase

Engineering Contradiction:
Improveengagement qualityVSAvoidcontent volume
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The system dynamically adjusts audio characteristics based on user profiles rather than using static pre-recorded performances. This dynamic adaptation allows high engagement quality without requiring extensive content libraries, as the same base audio can be modified to suit different users and situations.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

By changing audio parameters (pitch, tempo, tone) rather than creating entirely new audio recordings for each user, the system achieves high engagement quality with significantly reduced content volume requirements.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If NPC behaviors are based on predetermined game code, then the system is stable and predictable, but the interaction depth and player influence are limited

Engineering Contradiction:
Improveinteraction depthVSAvoidbehavior predictability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system performs preliminary analysis of user profiles from media files before NPC interactions occur. By pre-characterizing users and preparing corresponding audio parameters in advance, the system achieves deeper interactions while maintaining predictable performance through pre-computed characteristics.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20250041733A1Modifying gameplay experiences
Publication Date: 2025.02.06 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20250041733A1 patent drawing
  • US20250041733A1 patent drawing
  • US20250041733A1 patent drawing

AI summary

A system and method for providing a customized in-game audio experience is disclosed. One or more media files that includes one or more different profiles are received by the system. The media files are analyzed to identify one or more characteristics associated with each of the profiles. One or more parameters associated with an object in the virtual environment are modified based on a characteristic of a profile during an interaction with a user.