21 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. The Audio Adventurer: Design of a Portable Audio Adventure Game
- Author
-
Mendels, Philip, Frens, Joep, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Markopoulos, Panos, editor, de Ruyter, Boris, editor, IJsselsteijn, Wijnand, editor, and Rowland, Duncan, editor
- Published
- 2008
- Full Text
- View/download PDF
10. Spielen über das Gehör – Zum medienwissenschaftlichen Potenzial digitaler Audio Games
- Author
-
Spöhrer, Markus
- Subjects
ddc:793 ,Digitales Spiel ,Audio Game - Abstract
published
- Published
- 2021
11. Using Audio in Location-Based Educational Games.
- Author
-
Kristiansen, Erik
- Subjects
EDUCATIONAL games ,MOBILE games ,EDUCATION parks (Campus planning) ,MOBILE learning ,QUALITATIVE research - Abstract
In connection with the new geological museum at Møns Klint in Denmark, an education centre was established. This teaches school classes about the special nature in the area, particularly the famous chalk cliffs on the eastern coast of the island, where the museum is located. Together with the "Danish Forest and Nature Agency," and the education centre of the museum, we designed a game to teach children aged 13 and up, the special nature found on the cliff. As the education centre already offers guided tours, the problem was to design a game that would take the children and adults out on their own or in small groups, using familiar technology like the mobile phone, but in a new way. It was also considered important that the technology should "stay in the background"—that is, require a minimum of hands-on interaction and if possible, not use a screen at all. This would free the players to concentrate on the nature of the site and on the game. To meet these requirements a location-based game called "Klintespillet" was designed. As almost all location-based games use the players' mobile device to show a map on the screen, the challenge was to design an audio-only or audio-mostly locationbased game. Audio is used widespread in games, but few games rely on audio as a primary means of communication. Using audio in location-based games is even more interesting, as game audio can be enjoyed without disturbing the visual experience of the place. Game audio may provide the player with an audio experience, that mix various kinds of audio with the soundscape of the location in a number of ways. On the other hand designing a game without using visuals and with a minimum of keyboard interaction is a challenge. This was explored in the location-based game called "Klintespillet," based on a site-specific narrative built on the folklore and special features of the site. This resulted in a prototype that was evaluated using qualitative methods. Evaluation showed that an audio-only location-based game may not be desirable, but that an audiomostly location-based game may create an immersive game space, which is an interesting platform for locationbased learning. [ABSTRACT FROM AUTHOR]
- Published
- 2010
12. 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
13. 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
14. 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
15. 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
16. 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
17. 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
18. Mobile rhythmic interaction in a sonic tennis game
- Author
-
Stefano Baldan, Amalia De Götzen, and Stefania Serafin
- Subjects
Multimedia ,Computer science ,Controller (computing) ,Sound design ,ComputingMilieux_PERSONALCOMPUTING ,Target audience ,Audio game ,Rhythmic interaction ,computer.software_genre ,Motion (physics) ,Entertainment ,Game design ,Rhythm ,Motion-based ,Mobile devices ,computer ,Mobile device - Abstract
This paper presents a game for mobile devices which simulates a tennis match between two players. It is an audio-based game, so the majority of information and feedback to the user is given through sound instead of being displayed on a screen. As users are not requested to keep their eyes on the display, the device can be used as a motion-based controller, exploiting its internal motion sensors to their full potential. The game aims to be useful for both entertainment and educational purposes, and enjoyable both by visually-impaired (the main target audience for audio-based games nowadays) and sighted users.
- Published
- 2013
19. Sonic Tennis:A rhythmic interaction game for mobile devices
- Author
-
Baldan, Stefano, De Götzen, Amalia, and Serafin, Stefania
- Subjects
Motion-based ,ComputingMilieux_PERSONALCOMPUTING ,Mobile devices ,Sonic interaction design ,Audio game ,Rhythmic interaction - Abstract
This paper presents an audio-based tennis simulation game for mobile devices, which uses motion input and non-verbal audio feedback as exclusive means of interaction. Players have to listen carefully to the provided auditory clues, like racquet hits and ball bounces, rhythmically synchronizing their movements in order to keep the ball into play. The device can be swung freely and act as a full-fledged motionbased controller, as the game does not rely at all on visual feedback and the device display can thus be ignored. The game aims to be entertaining but also effective for educational purposes, such as ear training or improvement of the sense of timing, and enjoyable both by visually-impaired and sighted users.
- Published
- 2013
20. DepThrow: a physics-based audio game
- Author
-
Papetti, Stefano, Devallez, Delphine, and Fontana, Federico
- Subjects
sound synthesis ,audio game ,spatialization ,waveguide mesh ,rolling ,physics-based models - Published
- 2008
21. Audio games : New perspectives on game audio
- Author
-
Friberg, Johnny, Gärdenfors, Dan, Friberg, Johnny, and Gärdenfors, Dan
- Abstract
This paper discusses the design of audio games, a quite new computer game category that originates from games for players with visual impairments as well as from mainstream music games. In the TiM project (Tactile Interactive Multimedia), SITREC develops three sound-based games that point out new directions for game audio design. The TiM games demonstrate different ways in which games can be designed around an auditory experience. Several unique features of audio games are presented emphasising unexplored potentials for interactivity and future development areas are suggested. SITREC proposes an approach to the design of auditory interfaces that takes three listening modes into consideration: casual listening, semantic listening and reduced listening. A semiotic model is presented that illustrates this view on sound object design and ways in which sounds can be combined. The discourse focuses on issues of continuous display, musicality and clarity, and introduces the notion of "spatialised game soundtracks," as opposed to separated background music and game effect sounds. The main challenge when developing auditory interfaces is to balance functionality and aesthetics. Other important issues are the inclusion of meta-level information in order to achieve a high level of complexity and to provide elements of open-endedness. This refers to planning the overall gameplay, as well as to designing individual sound objects and combining them into complex, interactive soundscapes., QC 20141211
- Published
- 2004
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