The Cambridge Companion to Video Game Music 2021
DOI: 10.1017/9781108670289.017
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A Step Back from Reality: Sound and Presence in Computer Games and Other Worlds

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“…There are several issues to do with this approach to attaining presence including the limitations of technology in emulating the sensations of the world in all their potential. However, as the purpose of our sensory apparatus is to filter externality and to direct attention to certain aspects of it while creating the conditions for presence in externality [22], it becomes apparent that the more-ismore approach is the wrong approach. Rather, we would argue, focus on reducing technologically derived sensation in virtual worlds (thereby freeing up processing power for other tasks) in favour of fine-tuning our perceptual environments by designing such worlds in accord with our fundamental filtering of externality and crossmodal perception.…”
Section: Presence In Vrmentioning
confidence: 99%
“…There are several issues to do with this approach to attaining presence including the limitations of technology in emulating the sensations of the world in all their potential. However, as the purpose of our sensory apparatus is to filter externality and to direct attention to certain aspects of it while creating the conditions for presence in externality [22], it becomes apparent that the more-ismore approach is the wrong approach. Rather, we would argue, focus on reducing technologically derived sensation in virtual worlds (thereby freeing up processing power for other tasks) in favour of fine-tuning our perceptual environments by designing such worlds in accord with our fundamental filtering of externality and crossmodal perception.…”
Section: Presence In Vrmentioning
confidence: 99%