2013
DOI: 10.1155/2013/371374
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Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception

Abstract: A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2) the use of procedural audio affects their motor-behavior, and (3) procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of g… Show more

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Cited by 8 publications
(8 citation statements)
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References 7 publications
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“…One of the key aims of procedural audio is to produce a realistic sound, with the added ability to control or interact with the sound [15,19]. Here, the authors review evaluation approaches for these two main relevant aspects: the perceptual quality, using both objective and subjective approaches, and the controllability of the models.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…One of the key aims of procedural audio is to produce a realistic sound, with the added ability to control or interact with the sound [15,19]. Here, the authors review evaluation approaches for these two main relevant aspects: the perceptual quality, using both objective and subjective approaches, and the controllability of the models.…”
Section: Discussionmentioning
confidence: 99%
“…In a minor review, Selfridge produced and summarized various procedural audio models for producing aeroacoustic sounds, such as aeolian harp, propeller, and cavity tones, using physically derived equations [18]. Böttcher et al produced, tested, and reviewed a niche of techniques for creating aerodynamic sounds using the visual programming language Max/MSP and a Wii controller, providing results from a subjective evaluation [19].…”
Section: Introductionmentioning
confidence: 99%
“…O trabalho de [Böttcher et al 2013] realizou a análise de diferentes abordagens do uso do áudio em jogos digitais. A principal preocupac ¸ão dos autores foi de investigar os participantes na percepc ¸ão detalhada entre áudios procedural interativos e áudios pré-gravados; o uso de áudios procedural afeta o ambiente de locomoc ¸ão motora e percepc ¸ão de controle.…”
Section: Trabalhos Relacionadosunclassified
“…In a virtual reality or game environment this repetitiveness has the potential to diminish authenticity and increase listener fatigue. A procedural audio sound synthesis model can overcome this problem by adapting the sound to nuances in each new circumstance, although more perceptual evaluation on how users interact and perceive these is required [13].…”
Section: Background and Related Workmentioning
confidence: 99%