Organised Sound
Audio for Games: Planning, Process, and Production (New Riders Games)
Audio for Games: Planning, Process, and Production (New Riders Games)
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
On Selecting the Right Yardstick
Presence: Teleoperators and Virtual Environments
The Acoustic Ecology of the First-Person Shooter
The Acoustic Ecology of the First-Person Shooter
Organised Sound
Immersive 360° mobile video with an emotional perspective
Proceedings of the 2013 ACM international workshop on Immersive media experiences
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In this paper, we address the issue of sound mapping in virtual environments (VEs). Currently, the use of sound in virtual environments is shifting towards adaptive or generative techniques in which sound no longer has a static quality but is dynamic via real-time controls that modify the tonal characteristics over time. We build upon the acoustic communication model posited by Barry Truax by examining two aspects: how sound mediates information and its importance to the listener through cognitive processing. Using this model and investigating the qualitative aspects of soundwalks, soundscape composition, and sound in virtual reality (VR), we present a hybrid model, which addresses the use of procedural sound design techniques to enhance the communicative and pragmatic role of sound in virtual environments. The end result produces a sonic environment that heightens the listeners' experience and cognitively engages them to sounds within a specific time and space.