Media Reproduction Device Game Element Generation via Attribute Matching
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Solution Overview
Problem
Current media reproduction devices lack a straightforward method to produce game elements that match user customization, leading to complex programs that burden the device's memory and processing power, potentially damaging the original reproduction function.
Innovation Solution
A media reproduction device with a monitor, memory for media data, and input operation portion, featuring game proceeding control means, object storing means, and object production control means, including attribution information obtaining, object selection, and display output, which uses a combination table to simplify the production of game elements based on user customization.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a complex program is created to produce game elements according to user customization, then game element production capability is improved, but device complexity and processing burden increase
Solution Approach 1:
The program is segmented into multiple independent modules: music selection module, attribute extraction module, template matching module, and game element generation module. Each module performs a specific function independently, reducing overall program complexity while maintaining comprehensive game element production capability.
Solution Approach 2:
Game element templates are prepared in advance with predefined structures and attributes. When a user selects music, the system only needs to match music attributes with pre-existing templates rather than generating elements from scratch, significantly reducing real-time processing requirements.
2Adaptability or versatility
If a large-scale program is used to produce game elements, then game element variety is improved, but memory space for music storage is reduced
Solution Approach 1:
Instead of storing complete game element data, the system stores compact template definitions that describe element structures. When music is selected, the system creates instances of game elements by copying and instantiating these lightweight templates, achieving high element variety with minimal storage requirements.
Solution Approach 2:
The system uses parameter-based template definitions where varying parameters (such as music attributes like tempo, genre, mood) generate different game element instances. This allows a single template to produce multiple varied elements through parameter substitution rather than storing separate data for each element.
3Productivity
If processing power is increased to handle complex game element production, then game production speed is improved, but device resource consumption increases
Solution Approach 1:
The system replaces complex computational generation processes with attribute-matching operations. Instead of using heavy algorithms to generate game elements, the system extracts simple attributes from selected music (such as tempo, genre, emotional tone) and matches these against pre-defined template criteria, dramatically reducing processing power requirements while maintaining production speed.
Data Source
AI summary
It is possible to generate a game element in accordance with the customization state of a media reproduction device, which exhibits a uniqueness of user. Provided is a media reproduction device which acquires related attribution information from stored media data, selects an object corresponding to the attribution information from a list, and generates the object during a game.


