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Ljudbaserad navigation i audio augmented realityKarlsson, Hannes, Persson, Emil January 2023 (has links)
Audio augmented reality är en teknik som jämfört med dess visuella motsvarighet och virtual reality inte får samma utrymme i diskussionen av nya och spännande interaktiva medium. Dessutom brukar ljud överlag i interaktiva medier primärt användas för att endast stödja det visuella. I detta utforskande arbete undersöks därför möjligheterna av ljudbaserad navigation inom fysiskt interaktiva audio augmented reality-upplevelser genom utformning och testning av ett ljudbaserat spel. För att skapa förståelse för hur ljudbaserade spel förmedlar information till användaren har en kvalitativ analys utförts av åtta olika titlar som använder sig av tredimensionella spelytor. Tillsammans med applicering av designteorier inom användarupplevelse och ljuddesign skapades ett ramverk för utformningen av arbetets gestaltning. Genom kvalitativa användartester och intervjuer där deltagarna fick interagera med det ljudbaserade spelet och sedan utvärdera det, undersöktes hur väl det utformade ramverket lyckades med att skapa en navigerbar, virtuell miljö. Resultaten indikerar att ramverket och dess innehållande teorier och metoder är väl applicerbara för detta syfte, samt att ljudbaserade spel i augmented reality upplevdes som ett spännande och intressant medium att interagera med. / Audio augmented reality is a technology that is not as frequently appearing in the public discourse regarding new and exciting interactive mediums compared to its visual counterpart or virtual reality. Audio is generally also less highlighted or utilized in interactive mediums, with its main purpose being to support the visual elements. In this explorative work we have therefore studied the possibilities of auditory navigation in physically interactive audio augmented reality environments through an audio game. To better understand how audio games convey information to the user, a qualitative analysis was done on eight titles which incorporates three dimensional navigation. Combined with the application of design theory within the fields of user experience and sound design, a framework for the design of the study's audio game was made. The framework's level of success at creating a navigable, virtual environment was tested through qualitative user testing and interviews where participants could interact with and evaluate the audio game. Results indicate that the design and the framework it was built from is applicable for its purpose, as well as audio games in audio augmented reality being perceived as an exciting and interesting medium to interact with.
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Hör-Ser-Gör : En utforskning inom ljudbaserade rörelsespelLindström, Edvard, Isaksson, Andréas January 2019 (has links)
Detta kandidatarbete handlar om utforskningen inom alternativa ljudspelsformer. Vi ville utforska vilken ny kunskap som kan hämtas från spelljudsteori när den applicerades i ett ljudbaserat rörelsespel. Vi försöker uppnå detta genom en iterativ och experimentell designprocess. Vi skapade två olika ljudbaserade spelprototyper där vi applicerade olika spelljudsteorier. Genom att designa prototyper och analysera dem, genom induktivt resonemang och deltagande observation, kunde vi observera att spelaren kunde använda icke-visuella gränssnitt i ett ljudbaserat rörelsespel. Som resultat presenterar vi processens mest avgörande designproblem. Utmaningen med att utveckla icke-visuella gränssnitten var att instruera spelaren i att använda dem genom icke-vokala ljud. Vi presenterar även ett nytt sätt att förstå akusmatiska ljud i icke-visuella ljudbaserade spel. Som avslutande del så diskuteras undersökningens relevans och framtida undersökningsområden föreslås. / This bachelor thesis is about exploration within alternative forms of audio game. We wanted to explore what new knowledge could be extracted from game audio theory when it is applied to a movement based audio game. We aim to do this through an iterative and experimental design process. We created two different audio game prototypes where different game audio theories were applied. By designing prototypes and analyzing them, through inductive reasoning and participant observation, we could observe that players were able to use non-visual interfaces in an non-visual audio game. As our results we present the process’s most critical design problems. The challenge in creating these non-visual interfaces was instructing the player on how to use them through non-vocal audio. We also present a new way of understanding acousmatic sound in non-visual audio games. Lastly the study’s relevance is discussed and future research areas are suggested.
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Vikten av Ljud för Navigation i Virtuell Miljö : Orientering med Binaural ljudsimuleringMårtensson, Dennis, Persson, Jonatan, Sundberg, Simon January 2015 (has links)
Dagens digitala spel är oerhört komplexa produktioner som ofta kräver en multitud av sofistikerade verktyg för att förverkligas. Ett intrikat nätverk av moderna lösningar där såväl visuella som audiovisuella element samverkar för att frambringa fängslande och entusiasmerande upplevelser är vad som gör dagens spelproduktioner, och ingen annan bransch har sett samma raketutveckling som spelbranschen sedan dess begynnelse. Ljuddesignens roll i digitala spel har dock förblivit passiv där andra element tagit an mer dynamiska roller i varierande form. Generellt sett är ljudet oftast mer ett komplement till de visuella elementen än ett fristående förmedlingsredskap. Då audiovisuell kommunikation ej delar vissa av de begränsningar som visuell kommunikation innehar, såsom grafisk processeringskraft, bildskärmsavgränsningar etc, så ser vi att ljuddesign besitter en stor mängd outnyttjad potential som i teorin hade kunnat förgylla spelupplevelser kolossalt. Det här arbetet undersöker både genom analoga och digitala medel hur införandet av binaural lyssning i spelproduktioner kan förbättra navigationsförutsättningarna för användaren avsevärt då djup och höjd kan skildras mycket mer effektivt, samt hur dess applicering i tredimensionella miljöer kan främja såväl nöjes som lärosyften i så kallade Audio based Environment Simulators (AbES). / Today’s digital games are incredibly complex productions which often requires a multitude of sophisticated tools to be fulfilled. An intricate network of modern solutions where visual as well as audiovisual elements consociates to produce intriguing and engaging experiences is what makes up todays game productions, and no other industry has seen the same rapid growth as the games industry since it’s commencement. The role of sound design in digital games however have remained passive whereas other elements have taken on more dynamic roles in varying forms. Sound is generally speaking more of a complement to the visual elements than an independent mediation tool. Since audiovisual communication does not share some of the limitations that visual communication possess, such as graphical processing power, the boundaries of the computer monitor etc, we can see that sound design possess a large amount of untapped potential that in theory could tremendously enhance gaming experiences. This paper researches, both through analog and digital means, how the implementation of binaural listening in game productions could improve navigational prerequisites for the user considerably so that depth and height can be depicted with much better effeciency, as well as how it’s application in three dimensional environments could support both purposes of entertainment and learning in so called Audio based Environment Simulators (AbES).
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Engaging gameplay for audio gamesFalk, Rickard January 2020 (has links)
This thesis presents an investigation of how to design engaging audio games. This was done by creating two prototypes. The first prototype was a rhythm based fighting game. As it was being developed it became clear that it did not differentiate itself enough from a large amount of already existing audio games. The second prototype was a first person shooter/adventure game utilizing 3D audio. The second prototype was evaluated by observing users playing the prototype and having them answer two questionnaires followed by an interview. Using spatial audio opens up a lot of possibilities. First person navigation using spatial audio is clearly possible, although how to implement it with a high degree of playability is in need of further study. When designing a first person audio game it is important to keep in mind that navigating, aiming etc. is more difficult than in video games. A slower pace seems suitable to this type of game. A lot of time and effort has to be put into the details when designing the gameplay of an audio game. Seemingly inconsequential things can be detrimental to the players enjoyment. Focus should be on perfecting the fundamental actions and challenges. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
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Ãudio games no processo de aprendizagem de deficientes visuais: anÃlise sob o aspecto da mediaÃÃo da informaÃÃoIgor Peixoto Torres GirÃo 00 October 2018 (has links)
nÃo hà / Analisa os Ãudio games no processo de ensino-aprendizagem de estudantes deficientes
visuais. Problematiza a falta de acessibilidade nas tÃcnicas de mediaÃÃo da informaÃÃo,
mostrando os Ãudio games do DosVox como chave no processo de mediaÃÃo de informaÃÃes
para estes estudantes. As prÃticas informacionais oriundas da CiÃncia da InformaÃÃo
proporcionam aos ambientes de aprendizagem novas maneiras de trabalhar, interagir e dar
significado aos construtos informacionais. Reflete sobre os conceitos de deficiÃncia e
deficiÃncia visual, sem perder de vista os Ãudio games, apresentados em paralelo aos jogos e
vÃdeo games. Reflete tambÃm sobre o potencial dos sons como um ator na construÃÃo de
sentidos e de mediaÃÃo da informaÃÃo, como o compartilhamento de sensaÃÃes pode ser
percebido por meio da sonoridade e como os Ãudio games do DosVox sÃo usados. Tendo em
vista as reflexÃes e problematizaÃÃes feitas sobre os Ãudio games e como podem ser
instrumentalizados como ferramentas de mediaÃÃo, se questiona: como os Ãudio games
podem se constituir como ferramenta de mediaÃÃo da informaÃÃo no contexto de ensino e
aprendizagem de estudantes com deficiÃncia visual? Para responder ao questionamento se
firma o objetivo geral: avaliar as possibilidades e uso dos Ãudio games do DosVox como
ferramenta de mediaÃÃo da informaÃÃo no contexto de ensino e aprendizagem segundo a visÃo
dos professores. Os especÃficos sÃo: Avaliar e discriminar os recursos dos Ãudio games do
DosVox, no que tange ao processo de mediaÃÃo da informaÃÃo relativo ao ensino e
aprendizagem de deficientes visuais; Analisar e caracterizar a percepÃÃo dos professores e
estudantes na aplicabilidade dos Ãudio games como ferramenta de mediaÃÃo da informaÃÃo;
identificar se os Ãudio games sÃo usados no processo educacional e se nÃo, por quÃ;
realizamos um momento denominado Oficina de EssperimentaÃÃo Perceptual, para analisar o
comportamento dos estudantes perante os Ãudio games. , Levando em conta a forma que o
Ãudio desses jogos auxiliam o professor a estabelecer um canal de mediaÃÃo da informaÃÃo
com os estudantes, usando o conceito de MediaÃÃo DialÃgica (GOMES, 2014 ) chamando a
atenÃÃo para o potencial do profissional da informaÃÃo como mediador (ALMEIDA JÃNIOR,
2009; 2015) e com conceitos sobre games de Huizinga (1999), Caillois (1990) e de Cris
Crawford (1982). Esta pesquisa à qualitativa e à calcada em 3 momentos metodolÃgicos. O
primeiro se constitui de uma revisÃo bibliogrÃfica e exploratÃria, aproximando e colidindo
argumentos relativos aos temas abordados ao longo da investigaÃÃo. A segunda à entrevista
informal com professores especialistas na educaÃÃo de deficientes visuais somada a imersÃo
feita por nÃs no campo de pesquisa, aventando momentos de uma coleta etnogrÃfica. Em
terceiro lugar foi feita uma atividade com alunos usando Ãudio games em um momento
mediativo tencionando compreender todo ciclo de mediaÃÃo informacional. As reflexÃes
conclusivas apontam para o uso dos Ãudio games do DosVox como uma possibilidade a mais
para mediar informaÃÃo para os estudantes visualmente limitados, apontando esta ferramenta
como uma alternativa para mitigar a exclusÃo informacional, tornando o processo de ensino e
aprendizagem um momento lÃdico, inclusivo e significativo
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