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Beowulf: an audio mostly game

Published: 13 June 2007 Publication History

Abstract

This paper stresses the importance and benefits of developing technique that let people use, reflect on and develop their capabilities to move, to imagine and to feel, and not only replace these abilities with computer technology. This paper describes a project that shifts focus from eye to ear in a computer game application in order to start answering questions about sound's ability to help users create inner, mental pictures and emotional responses to a game world. Can removing components from a computer game concept enhance the experience? Is less more.

References

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Boehner, K., DePaula, R., Dourish, P., and Sengers, P. 2005. Affect: from information to interaction. In Proceedings of the 4th Decennial Conference on Critical Computing: between Sense and Sensibility (Aarhus, Denmark, August 20 - 24, 2005).
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Tavinor, G. 2005. Video games, fiction, and emotion. In Proceedings of the Second Australasian Conference on interactive Entertainment (Sydney, Australia, November 23 - 25, 2005).
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Friberg, J. and Gärdenfors, D. 2004. Audio games: new perspectives on game audio. In Proceedings of the 2004 ACM SIGCHI international Conference on Advances in Computer Entertainment Technology (Singapore, June 03 - 05, 2004).
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Ekman, I., Ermi, L., Lahti, J., Nummela, J., Lankoski, P., and Mäyrä, F. 2005. Designing sound for a pervasive mobile game. In Proceedings of the 2005 ACM SIGCHI international Conference on Advances in Computer Entertainment Technology (Valencia, Spain, June 15 - 17, 2005).
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Drewes, T., Mynatt, E., and Gandy, M. 2000. Sleuth: An Audio Experience. In Online Proceedings of ICAD 2000 (Georgia, USA, April 2-5, 2000). http://www.icad.org/websiteV2.0/Conferences/ICAD2000/PDFs/SleuthICAD2000.pdf accessed Jan 19 2007.
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Reid, J., Geelhoed, E., Hull, R., Cater, K., and Clayton, B. 2005. Parallel worlds: immersion in location-based experiences. In CHI '05 Extended Abstracts on Human Factors in Computing Systems (Portland, OR, USA, April 02 - 07, 2005).
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Brown, E. and Cairns, P. 2004. A grounded investigation of game immersion. In CHI '04 Extended Abstracts on Human Factors in Computing Systems (Vienna, Austria, April 24 - 29, 2004).
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http://en.wikipedia.org/wiki/Suspension_of_disbelief
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http://en.wikipedia.org/wiki/Beowulf
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Berg, J. and Wingstedt, J. 2005. Relations between selected musical parameters and expressed emotions: extending the potential of computer entertainment. In Proceedings of the 2005 ACM SIGCHI international Conference on Advances in Computer Entertainment Technology (Valencia, Spain, June 15 - 17, 2005).
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Berg, J. 2005. OPAQUE - a tool for the elicitation and grading of audio quality attributes. In Proceedings of the 118th AES Convention (Barcelona, Spain, May 28-31, 2005, convention paper 6480. Audio Engineering Society).

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  • (2021)Exploring Audio Game design with Visually Impaired playersProceedings of the 16th International Audio Mostly Conference10.1145/3478384.3478410(24-31)Online publication date: 1-Sep-2021
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    cover image ACM Conferences
    ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
    June 2007
    324 pages
    ISBN:9781595936400
    DOI:10.1145/1255047
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 13 June 2007

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    Author Tags

    1. audio-mostly
    2. computer game
    3. gameplay
    4. imagination
    5. immersion
    6. interpretation
    7. sound design
    8. sound effects
    9. soundscape

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    • (2023)AccessComics2: Understanding the User Experience of an Accessible Comic Book Reader for Blind People with Textual Sound EffectsACM Transactions on Accessible Computing10.1145/355572016:1(1-25)Online publication date: 29-Mar-2023
    • (2023)The effect of audio on the experience in virtual reality: a scoping reviewBehaviour & Information Technology10.1080/0144929X.2022.215837143:1(165-199)Online publication date: 2-Jan-2023
    • (2021)Exploring Audio Game design with Visually Impaired playersProceedings of the 16th International Audio Mostly Conference10.1145/3478384.3478410(24-31)Online publication date: 1-Sep-2021
    • (2021)Audio Centered Game Development in Mobile VRGame + Design Education10.1007/978-3-030-65060-5_18(217-232)Online publication date: 20-Jul-2021
    • (2019)Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio GameMultimodal Technologies and Interaction10.3390/mti30400733:4(73)Online publication date: 13-Nov-2019
    • (2019)Creating Audio Games Online with a Browser-Based EditorProceedings of the 14th International Audio Mostly Conference: A Journey in Sound10.1145/3356590.3356636(272-276)Online publication date: 18-Sep-2019
    • (2019)Celebrating 20 Years of Computer-based Audio GamingProceedings of the 14th International Audio Mostly Conference: A Journey in Sound10.1145/3356590.3356605(90-97)Online publication date: 18-Sep-2019
    • (2019)Unpacking the Audio Game ExperienceProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347182(253-264)Online publication date: 17-Oct-2019
    • (2018)Immersion and gameplay experienceInternational Journal of Computer Games Technology10.1155/2010/6139312010(1-11)Online publication date: 13-Dec-2018
    • (2018)Sound Design for Video GamesProceedings of the 49th ACM Technical Symposium on Computer Science Education10.1145/3159450.3159577(981-986)Online publication date: 21-Feb-2018
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