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BattleSound: A Game Sound Benchmark for the Sound-Specific Feedback Generation in a Battle Game

A haptic sensor coupled to a gamepad or headset is frequently used to enhance the sense of immersion for game players. However, providing haptic feedback for appropriate sound effects involves specialized audio engineering techniques to identify target sounds that vary according to the game. We prop...

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Detalles Bibliográficos
Autores principales: Shin, Sungho, Lee, Seongju, Jun, Changhyun, Lee, Kyoobin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9866824/
https://www.ncbi.nlm.nih.gov/pubmed/36679567
http://dx.doi.org/10.3390/s23020770
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author Shin, Sungho
Lee, Seongju
Jun, Changhyun
Lee, Kyoobin
author_facet Shin, Sungho
Lee, Seongju
Jun, Changhyun
Lee, Kyoobin
author_sort Shin, Sungho
collection PubMed
description A haptic sensor coupled to a gamepad or headset is frequently used to enhance the sense of immersion for game players. However, providing haptic feedback for appropriate sound effects involves specialized audio engineering techniques to identify target sounds that vary according to the game. We propose a deep learning-based method for sound event detection (SED) to determine the optimal timing of haptic feedback in extremely noisy environments. To accomplish this, we introduce the BattleSound dataset, which contains a large volume of game sound recordings of game effects and other distracting sounds, including voice chats from a PlayerUnknown’s Battlegrounds (PUBG) game. Given the highly noisy and distracting nature of war-game environments, we set the annotation interval to 0.5 s, which is significantly shorter than the existing benchmarks for SED, to increase the likelihood that the annotated label contains sound from a single source. As a baseline, we adopt mobile-sized deep learning models to perform two tasks: weapon sound event detection (WSED) and voice chat activity detection (VCAD). The accuracy of the models trained on BattleSound was greater than 90% for both tasks; thus, BattleSound enables real-time game sound recognition in noisy environments via deep learning. In addition, we demonstrated that performance degraded significantly when the annotation interval was greater than 0.5 s, indicating that the BattleSound with short annotation intervals is advantageous for SED applications that demand real-time inferences.
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spelling pubmed-98668242023-01-22 BattleSound: A Game Sound Benchmark for the Sound-Specific Feedback Generation in a Battle Game Shin, Sungho Lee, Seongju Jun, Changhyun Lee, Kyoobin Sensors (Basel) Article A haptic sensor coupled to a gamepad or headset is frequently used to enhance the sense of immersion for game players. However, providing haptic feedback for appropriate sound effects involves specialized audio engineering techniques to identify target sounds that vary according to the game. We propose a deep learning-based method for sound event detection (SED) to determine the optimal timing of haptic feedback in extremely noisy environments. To accomplish this, we introduce the BattleSound dataset, which contains a large volume of game sound recordings of game effects and other distracting sounds, including voice chats from a PlayerUnknown’s Battlegrounds (PUBG) game. Given the highly noisy and distracting nature of war-game environments, we set the annotation interval to 0.5 s, which is significantly shorter than the existing benchmarks for SED, to increase the likelihood that the annotated label contains sound from a single source. As a baseline, we adopt mobile-sized deep learning models to perform two tasks: weapon sound event detection (WSED) and voice chat activity detection (VCAD). The accuracy of the models trained on BattleSound was greater than 90% for both tasks; thus, BattleSound enables real-time game sound recognition in noisy environments via deep learning. In addition, we demonstrated that performance degraded significantly when the annotation interval was greater than 0.5 s, indicating that the BattleSound with short annotation intervals is advantageous for SED applications that demand real-time inferences. MDPI 2023-01-10 /pmc/articles/PMC9866824/ /pubmed/36679567 http://dx.doi.org/10.3390/s23020770 Text en © 2023 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Shin, Sungho
Lee, Seongju
Jun, Changhyun
Lee, Kyoobin
BattleSound: A Game Sound Benchmark for the Sound-Specific Feedback Generation in a Battle Game
title BattleSound: A Game Sound Benchmark for the Sound-Specific Feedback Generation in a Battle Game
title_full BattleSound: A Game Sound Benchmark for the Sound-Specific Feedback Generation in a Battle Game
title_fullStr BattleSound: A Game Sound Benchmark for the Sound-Specific Feedback Generation in a Battle Game
title_full_unstemmed BattleSound: A Game Sound Benchmark for the Sound-Specific Feedback Generation in a Battle Game
title_short BattleSound: A Game Sound Benchmark for the Sound-Specific Feedback Generation in a Battle Game
title_sort battlesound: a game sound benchmark for the sound-specific feedback generation in a battle game
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9866824/
https://www.ncbi.nlm.nih.gov/pubmed/36679567
http://dx.doi.org/10.3390/s23020770
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