15 results on '"audio game"'
Search Results
2. Flying a Quadcopter—An Audio Entertainment and Training Game for the Visually Impaired.
- Author
-
Ivascu, Silviu, Moldoveanu, Florica, Moldoveanu, Alin, Morar, Anca, Tugulea, Ana-Maria, and Asavei, Victor
- Subjects
PEOPLE with visual disabilities ,IMPULSE response ,VIRTUAL reality ,SOUND design ,DESIGN techniques ,AUDIO equipment - Abstract
With the increase in the number of sensory substitution devices, the engineering community is confronted with a new challenge: ensuring user training in safe virtual environments before using these devices in real-life situations. We developed a game that uses an original sonification model, which, although not specific to a certain substitution device, can be an effective means of training for orientation in space based on audio stimuli. Thus, the game is not only a means of entertainment for visually impaired (VI) people but also one of training for the use of assistive devices. The game design and audio design are original contributions by the authors. The sonification model, which is crucial for a game dedicated to visually impaired people, is described in detail, both at the user and the implementation level. For better immersion, special sound design techniques have been used, such as ambisonic recordings and impulse response (IR) recordings. The game has been improved gradually, especially the sonification model, based on users' feedback. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
3. Audio Centered Game Development in Mobile VR
- Author
-
Sefercioğlu, Ece Naz, Köse, Hatice, Tosi, Francesca, Editor-in-Chief, Germak, Claudio, Series Editor, Zurlo, Francesco, Series Editor, Jinyi, Zhi, Series Editor, Pozzatti Amadori, Marilaine, Series Editor, Caon, Maurizio, Series Editor, Cordan, Özge, editor, Dinçay, Demet Arslan, editor, Yurdakul Toker, Çağıl, editor, Öksüz, Elif Belkıs, editor, and Semizoğlu, Sena, editor
- Published
- 2021
- Full Text
- View/download PDF
4. Flying a Quadcopter—An Audio Entertainment and Training Game for the Visually Impaired
- Author
-
Silviu Ivascu, Florica Moldoveanu, Alin Moldoveanu, Anca Morar, Ana-Maria Tugulea, and Victor Asavei
- Subjects
visually impaired ,audio game ,sensory substitution ,sound design ,sonification ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
With the increase in the number of sensory substitution devices, the engineering community is confronted with a new challenge: ensuring user training in safe virtual environments before using these devices in real-life situations. We developed a game that uses an original sonification model, which, although not specific to a certain substitution device, can be an effective means of training for orientation in space based on audio stimuli. Thus, the game is not only a means of entertainment for visually impaired (VI) people but also one of training for the use of assistive devices. The game design and audio design are original contributions by the authors. The sonification model, which is crucial for a game dedicated to visually impaired people, is described in detail, both at the user and the implementation level. For better immersion, special sound design techniques have been used, such as ambisonic recordings and impulse response (IR) recordings. The game has been improved gradually, especially the sonification model, based on users’ feedback.
- Published
- 2023
- Full Text
- View/download PDF
5. Loud and Clear: The VR Game Without Visuals
- Author
-
Baas, Berend, van Peer, Dennis, Gerling, Jan, Tavasszy, Matthias, Buskulic, Nathan, Salamon, Nestor Z., Balint, J. Timothy, Bidarra, Rafael, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Liapis, Antonios, editor, Yannakakis, Georgios N., editor, Gentile, Manuel, editor, and Ninaus, Manuel, editor
- Published
- 2019
- Full Text
- View/download PDF
6. Designing an Interactive and Collaborative Experience in Audio Augmented Reality
- Author
-
Bauer, Valentin, Nagele, Anna, Baume, Chris, Cowlishaw, Tim, Cooke, Henry, Pike, Chris, Healey, Patrick G. T., Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Bourdot, Patrick, editor, Interrante, Victoria, editor, Nedel, Luciana, editor, Magnenat-Thalmann, Nadia, editor, and Zachmann, Gabriel, editor
- Published
- 2019
- Full Text
- View/download PDF
7. Flying a Quadcopter—An Audio Entertainment and Training Game for the Visually Impaired
- Author
-
Asavei, Silviu Ivascu, Florica Moldoveanu, Alin Moldoveanu, Anca Morar, Ana-Maria Tugulea, and Victor
- Subjects
visually impaired ,audio game ,sensory substitution ,sound design ,sonification - Abstract
With the increase in the number of sensory substitution devices, the engineering community is confronted with a new challenge: ensuring user training in safe virtual environments before using these devices in real-life situations. We developed a game that uses an original sonification model, which, although not specific to a certain substitution device, can be an effective means of training for orientation in space based on audio stimuli. Thus, the game is not only a means of entertainment for visually impaired (VI) people but also one of training for the use of assistive devices. The game design and audio design are original contributions by the authors. The sonification model, which is crucial for a game dedicated to visually impaired people, is described in detail, both at the user and the implementation level. For better immersion, special sound design techniques have been used, such as ambisonic recordings and impulse response (IR) recordings. The game has been improved gradually, especially the sonification model, based on users’ feedback.
- Published
- 2023
- Full Text
- View/download PDF
8. Audio Games: Investigation of the Potential Through Prototype Development
- Author
-
Beksa, Jarosław, Fizek, Sonia, Carter, Phil, Tan, Desney, Editor-in-chief, Vanderdonckt, Jean, Editor-in-chief, Pribeanu, Costin, Series editor, Wesson, Janet, Series editor, Calvary, Gaëlle, Series editor, Cao, Xiang, Series editor, Gonzalez Calleros, Juan, Series editor, Biswas, Pradipta, editor, Duarte, Carlos, editor, Langdon, Patrick, editor, and Almeida, Luis, editor
- Published
- 2015
- Full Text
- View/download PDF
9. Spielen über das Gehör – Zum medienwissenschaftlichen Potenzial digitaler Audio Games
- Author
-
Spöhrer, Markus
- Subjects
ddc:793 ,Digitales Spiel ,Audio Game - Abstract
published
- Published
- 2021
10. Loud and clear: The VR game without visuals
- Author
-
Baas, Berend (author), van Peer, Dennis (author), Gerling, Jan (author), Tavasszy, Matthias (author), Buskulic, Nathan (author), Ziliotto Salamon, N. (author), Balint, J.T. (author), Bidarra, Rafael (author), Baas, Berend (author), van Peer, Dennis (author), Gerling, Jan (author), Tavasszy, Matthias (author), Buskulic, Nathan (author), Ziliotto Salamon, N. (author), Balint, J.T. (author), and Bidarra, Rafael (author)
- Abstract
While visual impairment is relatively common, most sighted people have no idea of what it is like to live without one of the most heavily utilised senses. We developed the game Loud and Clear in order to have them experience the difficulties of being visually impaired, as well as to put in evidence the abilities blind people have developed, which sighted people mostly lack. In this game without visuals, the player has to rely solely on audio to complete objectives within the game. The game consists of a number of puzzle rooms the player has to solve. These puzzles illustrate the challenges of being blind in a playful setting, and challenge the player to use different auditory skills that are key to achieving objectives without vision, such as sound localisation, sound recognition and spatial orientation. The game uses audio spatialisation techniques to give the player a realistic and immersive auditive experience. Preliminary tests of this game show that players acknowledge the initial high difficulty of ‘living’ as a blind person, to which eventually they were able to somehow adapt. In addition, players reported feeling both immersed and educated by the experience., Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public., Comp Graphics & Visualisation
- Published
- 2019
- Full Text
- View/download PDF
11. Effects of room acoustics on players' perceptions in audio games
- Author
-
University of Limerick, Bonafonte Cávez, Antonio, Hagan, Kerry, Sánchez Cervera, Ariadna, University of Limerick, Bonafonte Cávez, Antonio, Hagan, Kerry, and Sánchez Cervera, Ariadna
- Abstract
Design and develop a system that uses acoustic principles in order to create a user interactive system on a VR environment. The user will be able to interact with the environment, creating a sound response from the system created., En tiempos recientes, la evolución de los videojuegos ha sido posible debido a la mejora de sus contenidos visuales, para así recrear la realidad lo más rigurosamente posible. A pesar de ello, los contenidos de audio no han seguido el mismo camino, a pesar de que se ha demostrado su importancia para una experiencia totalmente envolvente (Lokki y Gröhn 2005). Las características auditivas y la acústica de espacios juegan un papel importante en recrear lugares reales (Larsson et al 2001; Gonot et al 2006; Podkosova et al 2016), los cuales llevan a una experiencia de inmersión total. Por esa razón, la pregunta principal a responder en este proyecto es la importancia de la acústica de salas para una inmersión total del jugador. Desarrollando un juego, este proyecto trabaja con diferentes tipos de acústica y espacios para evaluar las reacciones del jugador. Además, diferentes fuentes sonoras son utilizadas para crear una sensación de localización del espacio para el jugador, y la utilidad de dicha técnica es evaluada., En temps recents, l'evolució dels videojocs ha estat possible degut a la millora dels seus continguts visuals, per així recrear la realitat el més rigurosament possible. Tot i això, els continguts d'àudio no han seguit el mateix camí, tot i que s'ha demostrat la seva importància per a una experiència totalment envolvent (Lokki i Gröhn 2005). Les característiques auditives i l'acústica d'espais juguen un paper important en recrear espais reals (Larsson et al 2001; Gonot et al 2006; Podkosova et al 2016), els quals porten a una experiència d'immersió total. Degut a això, la pregunta principal a respondre en aquest projecte és la importància de l'acústica de sales per a una immersió total del jugador. Desenvolupant un joc, aquest projecte treballa amb diferents tipus d'acústiques i espais per avaluar les reaccions del jugador. A més, diferents fonts sonores són utilitzades per crear una sensació de localització de l'espai per al jugador, avaluant-ne la utilitat., In recent times, the evolution of video games has made possible the improvement of their visual contents in order to recreate reality as accurate as possible. Nevertheless, audio contents have not followed the same path, even though it has been proved its importance in a full immersive experience (Lokki and Gröhn 2005). Aural characteristics and room acoustics play an important role in recreating a real environment (Larsson et al 2001; Gonot et al 2006; Podkosova et al 2016), leading to a full immersive experience. Because of that, the main question to answer in this project is the importance of room acoustics for a full immersive experience of the player. Developing a game, this project works with different types of room acoustics and spaces to evaluate the player’s reactions towards them. Additionally, different audio sources are used in order to create a sense of space location to the player, whose usefulness is evaluated.
- Published
- 2017
12. Efectos de la acústica de espacios en la percepción del jugador en juegos auditivos
- Author
-
Sánchez Cervera, Ariadna, University of Limerick, Bonafonte Cávez, Antonio, and Hagan, Kerry
- Subjects
Videojocs -- Disseny ,So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs [Àrees temàtiques de la UPC] ,Audio Technology ,Eco acústic ,Video games -- Design ,Psicoacústica ,Acoustics ,Enginyeria de la telecomunicació [Àrees temàtiques de la UPC] ,Jocs ,Percepción Jugador ,Tecnología Audio ,Juego Auditivo ,Àudio ,Acústica ,Player Perception ,Psychoacoustics ,Audio Game - Abstract
Design and develop a system that uses acoustic principles in order to create a user interactive system on a VR environment. The user will be able to interact with the environment, creating a sound response from the system created. En tiempos recientes, la evolución de los videojuegos ha sido posible debido a la mejora de sus contenidos visuales, para así recrear la realidad lo más rigurosamente posible. A pesar de ello, los contenidos de audio no han seguido el mismo camino, a pesar de que se ha demostrado su importancia para una experiencia totalmente envolvente (Lokki y Gröhn 2005). Las características auditivas y la acústica de espacios juegan un papel importante en recrear lugares reales (Larsson et al 2001; Gonot et al 2006; Podkosova et al 2016), los cuales llevan a una experiencia de inmersión total. Por esa razón, la pregunta principal a responder en este proyecto es la importancia de la acústica de salas para una inmersión total del jugador. Desarrollando un juego, este proyecto trabaja con diferentes tipos de acústica y espacios para evaluar las reacciones del jugador. Además, diferentes fuentes sonoras son utilizadas para crear una sensación de localización del espacio para el jugador, y la utilidad de dicha técnica es evaluada. En temps recents, l'evolució dels videojocs ha estat possible degut a la millora dels seus continguts visuals, per així recrear la realitat el més rigurosament possible. Tot i això, els continguts d'àudio no han seguit el mateix camí, tot i que s'ha demostrat la seva importància per a una experiència totalment envolvent (Lokki i Gröhn 2005). Les característiques auditives i l'acústica d'espais juguen un paper important en recrear espais reals (Larsson et al 2001; Gonot et al 2006; Podkosova et al 2016), els quals porten a una experiència d'immersió total. Degut a això, la pregunta principal a respondre en aquest projecte és la importància de l'acústica de sales per a una immersió total del jugador. Desenvolupant un joc, aquest projecte treballa amb diferents tipus d'acústiques i espais per avaluar les reaccions del jugador. A més, diferents fonts sonores són utilitzades per crear una sensació de localització de l'espai per al jugador, avaluant-ne la utilitat. In recent times, the evolution of video games has made possible the improvement of their visual contents in order to recreate reality as accurate as possible. Nevertheless, audio contents have not followed the same path, even though it has been proved its importance in a full immersive experience (Lokki and Gröhn 2005). Aural characteristics and room acoustics play an important role in recreating a real environment (Larsson et al 2001; Gonot et al 2006; Podkosova et al 2016), leading to a full immersive experience. Because of that, the main question to answer in this project is the importance of room acoustics for a full immersive experience of the player. Developing a game, this project works with different types of room acoustics and spaces to evaluate the player’s reactions towards them. Additionally, different audio sources are used in order to create a sense of space location to the player, whose usefulness is evaluated.
- Published
- 2017
13. Efectes de l'acústica d'espais en la percepció del jugador en jocs auditius
- Author
-
Sánchez Cervera, Ariadna, Bonafonte Cávez, Antonio, and Hagan, Kerry
- Subjects
Videojocs -- Disseny ,So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs [Àrees temàtiques de la UPC] ,Audio Technology ,Eco acústic ,Video games -- Design ,Psicoacústica ,Acoustics ,Jocs ,Enginyeria de la telecomunicació [Àrees temàtiques de la UPC] ,Percepción Jugador ,Tecnología Audio ,Juego Auditivo ,Àudio ,Acústica ,Player Perception ,Psychoacoustics ,Audio Game - Abstract
Design and develop a system that uses acoustic principles in order to create a user interactive system on a VR environment. The user will be able to interact with the environment, creating a sound response from the system created. En tiempos recientes, la evolución de los videojuegos ha sido posible debido a la mejora de sus contenidos visuales, para así recrear la realidad lo más rigurosamente posible. A pesar de ello, los contenidos de audio no han seguido el mismo camino, a pesar de que se ha demostrado su importancia para una experiencia totalmente envolvente (Lokki y Gröhn 2005). Las características auditivas y la acústica de espacios juegan un papel importante en recrear lugares reales (Larsson et al 2001; Gonot et al 2006; Podkosova et al 2016), los cuales llevan a una experiencia de inmersión total. Por esa razón, la pregunta principal a responder en este proyecto es la importancia de la acústica de salas para una inmersión total del jugador. Desarrollando un juego, este proyecto trabaja con diferentes tipos de acústica y espacios para evaluar las reacciones del jugador. Además, diferentes fuentes sonoras son utilizadas para crear una sensación de localización del espacio para el jugador, y la utilidad de dicha técnica es evaluada. En temps recents, l'evolució dels videojocs ha estat possible degut a la millora dels seus continguts visuals, per així recrear la realitat el més rigurosament possible. Tot i això, els continguts d'àudio no han seguit el mateix camí, tot i que s'ha demostrat la seva importància per a una experiència totalment envolvent (Lokki i Gröhn 2005). Les característiques auditives i l'acústica d'espais juguen un paper important en recrear espais reals (Larsson et al 2001; Gonot et al 2006; Podkosova et al 2016), els quals porten a una experiència d'immersió total. Degut a això, la pregunta principal a respondre en aquest projecte és la importància de l'acústica de sales per a una immersió total del jugador. Desenvolupant un joc, aquest projecte treballa amb diferents tipus d'acústiques i espais per avaluar les reaccions del jugador. A més, diferents fonts sonores són utilitzades per crear una sensació de localització de l'espai per al jugador, avaluant-ne la utilitat. In recent times, the evolution of video games has made possible the improvement of their visual contents in order to recreate reality as accurate as possible. Nevertheless, audio contents have not followed the same path, even though it has been proved its importance in a full immersive experience (Lokki and Gröhn 2005). Aural characteristics and room acoustics play an important role in recreating a real environment (Larsson et al 2001; Gonot et al 2006; Podkosova et al 2016), leading to a full immersive experience. Because of that, the main question to answer in this project is the importance of room acoustics for a full immersive experience of the player. Developing a game, this project works with different types of room acoustics and spaces to evaluate the player’s reactions towards them. Additionally, different audio sources are used in order to create a sense of space location to the player, whose usefulness is evaluated.
- Published
- 2017
14. Adapting videogame interfaces for the visually impaired:A case study of Audio game hub
- Author
-
Beksa, Jaroslaw, Garkavenko, Alexandra, Fizek, Sonia, Vodanovich, Shahper, Carter, Phil, Gołuchowski, Jerzy, Pańkowska, Małgorzata, Barry, Chris, Lang, Michael, Linger, Henry, and Schneider, Christoph
- Subjects
Video game ,Visually impaired ,Cultural Informatics ,ComputingMilieux_PERSONALCOMPUTING ,ComputingMilieux_COMPUTERSANDSOCIETY ,Audio game ,User interface - Abstract
Technology applications including games are generally not designed with the blind or visually impaired in mind. This is an invaluable area of research as it is this population that would benefit the most from accessible technology enabling inclusion and participation in society. "Nobody makes games for us" was a motivator for this research. This paper describes the process of creating a set of audio games for the visually impaired. The principles of audio game design are discussed and based upon these the Audio Game Hub is proposed. Audio Game Hub is currently a set of four audio games that have suitable interfaces for the visually impaired. Audio Game Hub is currently available for download on multiple platforms and has seen popularity with both visually impaired and normal sighted players, which provides an area for future research. Technology applications including games are generally not designed with the blind or visually impaired in mind. This is an invaluable area of research as it is this population that would benefit the most from accessible technology enabling inclusion and participation in society. "Nobody makes games for us" was a motivator for this research. This paper describes the process of creating a set of audio games for the visually impaired. The principles of audio game design are discussed and based upon these the Audio Game Hub is proposed. Audio Game Hub is currently a set of four audio games that have suitable interfaces for the visually impaired. Audio Game Hub is currently available for download on multiple platforms and has seen popularity with both visually impaired and normal sighted players, which provides an area for future research.
- Published
- 2016
15. Audio games: investigation of the potential through prototype development
- Author
-
Fizek, Sonia, Beksa, Jarosław, Carter, Philip, Biswas, P., Duarte, C., Langdon, P., Almeida, L., and Jung, C.
- Subjects
Interactive audiobook ,Media and communication studies ,ComputingMilieux_PERSONALCOMPUTING ,Playability ,Gesture based audio user interface ,Audio game ,Accessibility - Abstract
This article discusses the potential of audio games based on the evaluation of three projects: a story-driven audio role-playing game (RPG), an interactive audiobook with RPG elements, and a set of casual sound-based games. The potential is understood, both in popularity and playability terms. The first factor is connected to the degree of players’ interest, while the second one to the degree of their engagement in sound-based game worlds. Although presented projects are embedded within the landscape of past and contemporary audio games and gaming platforms, the authors reach into the near future, concluding with possible development directions for this non-visual interactive entertainment.
- Published
- 2015
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.