Evaluating deep learned voice compression for use in video games
Possemiers, Aidan, and Lee, Ickjai (2021) Evaluating deep learned voice compression for use in video games. Expert Systems with Applications, 181. 115180.
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Abstract
In recent years video games have become one of the most popular entertainment mediums. This can partly be attributed to advances in computer graphics, and the availability, affordability and performance of hardware which have made modern video games the most realistic and immersive they have ever been. These games have a rich story with large open worlds, and a diverse cast of fully voice acted characters which also means that they take up large amounts of disk space. While a large percentage of this audio is sound effects and music, modern, character-driven, open world games contain multiple hours and many gigabytes of spoken voice audio. This paper examines how audio compression in video games poses distinctly different challenges than in telecommunications or archiving, the primary motivating factor that inspired audio compression systems currently used in video games. By evaluating new, deep learning based, methods of voice compression with video games in mind, we determine the criteria needed to be met for a new method to succeed current methods in measures of compression factor and quality at an acceptable level of algorithmic performance and what directions new research is needed to meet this criteria.
Item ID: | 68125 |
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Item Type: | Article (Research - C1) |
ISSN: | 0957-4174 |
Copyright Information: | © 2021 Elsevier Ltd. All rights reserved. |
Date Deposited: | 31 May 2021 00:05 |
FoR Codes: | 46 INFORMATION AND COMPUTING SCIENCES > 4602 Artificial intelligence > 460212 Speech recognition @ 50% 46 INFORMATION AND COMPUTING SCIENCES > 4611 Machine learning > 461103 Deep learning @ 50% |
SEO Codes: | 22 INFORMATION AND COMMUNICATION SERVICES > 2299 Other information and communication services > 229999 Other information and communication services not elsewhere classified @ 100% |
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