3.3. Ensayos para determinar los requisitos de desempeño de un cemento
3.3.3. Ensayos que determinan las propiedades mecánicas
The survey designed for the user study was reviewed and verified by the Institutional Review
Board (IRB) representatives at Cal Poly, SLO. The questions are grouped based on the topic
they primarily concern, and each is followed by their responses. Note that in figure 6.3,CSC
stands for Computer Science,CPE
for Computer Engineering,LAES
for Liberal Arts and
Engineering Studies,MATH
as its autological,
CM
for Construction Management,BMED
for Biomedical Engineering, andCOMS
as Communication Studies.
Figure 6.1: Gender distribution
Figure 6.2: Academic status
6.1.1
Basis Questions
These questions largely focused on participants’ general interpretation of the generated
music as it related to gameplay. To gauge whether or not participants were able to pick
up on the independent musical aspects as related to in-game parameters, they were split
into tempo, melody, harmony / accompaniment, musical mode, and instrumentation. The
last question was a baseline to see whether or not participants were able to distinguish any
relationship between the music and the NPC characteristics.
I:
Tempo: do you think it represented anything?
1. Risk-Based Responses
•
“Faster = more danger or close to boss area, slower = more passive or overworld”
•
“The danger level in an area - higher tempo = greater danger”
2. Environment-Based Responses
•
“Faster tempo for areas with enemies, slower for village, etc”
•
“Yes, tempo felt very explorer-like, making the character feel like a wanderer”
•
“Represents how eventful the area is. However, can’t tell what triggers change”
3. Gameplay and Feel-Based Responses
•
“The closer I got to a goal, tempo changed”
•
“How intense the game is; it felt slower earlier on”
Two participants of 23 were unable to tell a difference in tempo as they played through. For
this category, the ideal response would have related to
boss speed. All responses generally
fell into one of three categories: risk, environment, or gameplay and feel.
II:
Melody: do you think it represented anything?
1. NPC-Based Responses (Ideal)
•
“Changed depending on which environment you were in, or which boss/character
you were encountering”
•
“The melody related to either the characters or the various levels when entering
a new environment”
•
“Feels a little forlorn, like the player character is fighting monsters after the
monsters have already won”
2. Risk-Based Responses
•
“Peaceful melodies for safe spots, more menacing ones for dangerous areas”
•
“Amount of action and area in world”
•
“Most of the songs were very soft, despite the game showcasing an action adven-
ture, it felt more relaxing than anything to explore and hack away at monsters”
Four participants of 23 were unable to discern whether or not the melody changed accord-
ing to in-game events. This was the musical aspect that most participants noticed was tied
to the NPC attributes, noting the most success in indicating the appropriate boss char-
acteristic in their thematic music to the players. Many attributed the melodic changes,
again, to environmental characteristics and location-based changes. For this category, the
ideal response would have related toNPC friendliness and / or disposition. All responses
generally fell into one of three categories: NPC-related, environment, progression, or risk.
III:
Harmony / Accompaniment: do you think it represented anything?
1. NPC-Bases Responses
•
“Harmony represented the enemies”
2. Progression-Based Responses
•
“Encouraged me to keep going, because it was continuous and pleasant”
•
“Rising tension near the final boss battle and comfort when in the starting town”
•
“It conveyed a happy tone, like nothing’s wrong with the world. An escape”
3. Environmental-Based Responses
•
“I think it represented the mood of each environment; western for the desert
areas, fresh and reviving for the forest area”
4. Risk-Based Responses
•
“It seemed to diminish / disappear after defeating a boss, but that may just
have been timing”
5. Gameplay and Feel-Based Responses
•
“Nothing disquieting, but let you know when the game is intensifying or not”
•
“Calm game phases without conflict / fighting”
Seven participants of 23 were either unable to distinguish what the harmony / accompa-
niment was, or were unable to discern whether or not it represented anything. For this
category, the ideal response would have related toboss life, or HP / strength. All responses
generally fell into one of three categories: NPC-related, environment, risk, gameplay and
feel, and non-game related (music only).
IV:
Musical Mode: do you think it represented anything?
1. “It was represented when you encountered an enemy; the tempo increased and it felt
as if there was an attacker. When in the village, the beat was very calm, kind, and
comfortable, like the village; there were no skeletons or enemies.”
2. “Helped to make environments feel more distinct, adding to the progression of the
game, as quick and limited as it was”
3.
Ideal Response:
•
NPC tendency
Half of my participants (11 out of 23) were unable to discern the musical mode, which is
fair; many that have experience with music analysis still have a difficult time identifying a
piece of music’s exact musical mode. The responses of those who were able to distinguish
a mood as derived from the mode had a difficult time discerning what aspects of the game
the mode actually related to according to the generative algorithm. For this category, the
ideal response would have related to the respectiveNPC’s tendency. All responses generally
fell into one of three categories: NPC-related, environment, risk, gameplay and feel, and
non-game related (music only).
V:
Instrumentation: do you think it represented anything?
1. NPC-Based Responses
•
“Different instruments for each area due to different enemies in each area”
•
“Different characters”
2. Gameplay and Feel-Based Responses
•
“Felt as if the instruments were similar to cultures represented by the setting,
like sitar in the sand area and something similar to lute in the starting town”
3. Environment-Based Responses
•
“The instruments in a sense corresponded to the environments that they were
being played in. The early songs playing used instruments to convey a mellow
tone, while the later songs were not as cheery but still tried to match their
respective environments”
•
“I think the instruments sounded similar to the ”time period” of the game.
Fantasy games usually take place in a medieval setting”
•
“The instruments felt fitting for the different levels, regions, and intensity levels”
Five of my 23 participants were either unable to tell or had no extra insight as to what
instrumentation may represent; many assumed that it was “standard” video game music
instrumentation. Recall from figure 4.3 this related to encounter number and number of
active voices or layers.
For the accompanying free response question verifying whether or not players detected
any correlation between the layered voices in the music and the in-game attributes, see
appendix B.1.6.
VI: Did the music help indicate any of the following?
•
Boss HP
•
Boss Stamina
•
Boss Weapon Rating / Attack
•
Boss Armor Rating / Defense
•
Power Differential (between you and the boss)
•
Interaction Number (first, second, third time you encountered the boss)
A about a quarter of participants correctly identified thePower Differential
between them-
selves and the boss NPCs as the key in-game characteristic that controlled the generated
Figure 6.4: Total responses including write-in answers
music parameters. For further discussion of these results, see the following section: 7.1.1.
6.1.2
Musical Quality Questions
The following questions were solely about musical quality. As the fidelity and integrity of
generated music was as equally important as indicating information to players about NPCs
in the game through the music, these questions were pertinent. Graphical representations
of these responses are included in appendix C.1.
Was the music:
Definition Summary
Average
Pleasing?
Easy to listen to, not necessarily good
7.81 / 10
Random?
How unstructured or dissonant music was
4.57 / 10
Harmonious?
Objective musical ”correctness”
7.38 / 10
Interesting?
Subjective preference for generated music
7.76 / 10
Dynamic?
On return to NPC, noticeable variance
8.29 / 10
Recall that the breakdown of musical quality attributes as above are adapted from Scirea
et al.’s evaluation work for their own generative music system,
MetaCompose
[45]. The
average scores were higher than expected for musical quality. After inverting the score for
randomness (as a lower score in this category is preferable, inversion is necessary to match
the rest), theoverall score
for musical quality incorporating all attributes is7.16 / 10with
a
standard deviation
=
√
σ
2of
4.40
using the following calculation for variance.
σ
2=
nX
i=1(x
i−µ)
2n
(6.1)
For a full list of all the free responses regarding the quality of the generated music, see
appendix C.2. Most responses were very positive, and felt that certain attributes in-game
were reflected in the generated compositions.
6.1.3
Gameplay Questions
For a full list of all the free responses regarding the quality of the generated music, see
appendix D.1. The majority of responses were positive and helpful in terms of bug reports.
Figure 6.5:
Did the music save you time? As in, did it indicate anything to you that
other feedback in the game didn’t make immediately apparent to you?
For further discussion of these results, see the following section in the Conclusion: 7.2.3.
Which boss did youthink
you were facing in the final scenario,
versus
the boss
you actually faced? Did the music help inform you?
Figure 6.6:
True: those who guessed the boss
they were about to face correctly;
False: those who didn’t
Figure 6.7:
Did you guess which boss you
were about to face based on the
music you heard?
Chapter 7
CONCLUSION
In document
Efectos de los agentes intensificadores de molienda en la adición mineral LC2
(página 62-71)