Effective sounds in complex systems: the ARKOLA simulation
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
3-D sound for virtual reality and multimedia
3-D sound for virtual reality and multimedia
Spatial audio technology for telepresence
BT Technology Journal
Designing sound for a pervasive mobile game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
An investigation into the use of spatialised sound in locative games
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design
An exploratory study on non-visual mobile phone interfaces for games
Proceedings of the VIII Brazilian Symposium on Human Factors in Computing Systems
Design and evaluation of player experience of a location-based mobile game
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Supporting immersive location-based games on resource-constrained platforms
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Hearing is believing: evaluating ambient audio for location-based games
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Randomized psychoacoustic model for mobile, panoramic, heritage-viewing applications
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Guidelines for the Design of Location-Based Audio for Mobile Learning
International Journal of Mobile and Blended Learning
Hi-index | 0.00 |
In this paper, the development and implementation of a rich sound design, reminiscent of console gaming for a location aware game, Viking Ghost Hunt (VGH) is presented. The role of audio was assessed with particular attention to the effect on immersion and emotional engagement. Because immersion also involves the interaction and the creation of presence (the feeling of being in a particular place) these aspects of the sound design were also investigated. Evaluation of the game was undertaken over a three-day period with the participation of 19 subjects. The results gained imply that audio plays an important role in immersing a player within the game space and in emotionally engaging with the virtual world. However, challenges in regards to GPS inaccuracy and unpredictability remain, as well as device processor constraints, in order to create an accurate audio sound field and for the real-time rendering of audio files.