Proceedings of International Workshop on Massively Multiuser Virtual Environments - GPGPU-7 2014
DOI: 10.1145/2594448.2577390
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Rendering Virtual Worlds in Audio and Text

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“…Unlike a visual scene, sound is temporary rather than persistent; it must be repeated if it is to remain salient [66]. Excessive amounts of audio content may create overload, thereby complicating, rather than simplifying, gameplay [68]. Yet a lack of descriptive audio information was identified by one study as "the biggest deal-breaker for our blind respondents" [47].…”
Section: Audiogamesmentioning
confidence: 99%
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“…Unlike a visual scene, sound is temporary rather than persistent; it must be repeated if it is to remain salient [66]. Excessive amounts of audio content may create overload, thereby complicating, rather than simplifying, gameplay [68]. Yet a lack of descriptive audio information was identified by one study as "the biggest deal-breaker for our blind respondents" [47].…”
Section: Audiogamesmentioning
confidence: 99%
“…This adds to audible clutter and, thus, to the cognitive load required to understand and play the game. Further work is required to understand the balance between providing enough sound to support GVI and over complicating the process required to understand the game state [68].…”
Section: Lack Of Complexitymentioning
confidence: 99%