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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Game Audio Design : En studie om att som musikproducent skapa en konkurrenskraftig showreel-portfolio

Laggar, Magnus January 2022 (has links)
Detta arbete hade som syfte att undersöka vilka kunskaper och färdigheter som är viktiga att inkludera och gestalta i en portfolio riktad mot branschen game audio design. Baserat på denna undersökning ville jag sedan själv skapa en egen portfolio riktad mot denna bransch. För att genomföra min undersökning samlade jag in data och information genom att dels genomföra intervjuer med verksamma inom branschen, dels samla information från artiklar, bloggar och forum kring ämnet. Denna undersökning resulterade i en sammanställning av de kompetenser och kunskaper som enligt branschen ansågs vara meriterande för yrket. Resultatet delade jag upp i fyra kategorier; ”avancerad ljuddesign”, ”verktyg och programvaror”, ”programmering och logik,” samt ”kreativitet, storytelling och innehåll”. Min show reel inkluderade och gestaltade bland annat kunskaper inom programvarorna Unreal Engine, Wwise och Logic Pro X, samt färdigheter inom programmering, avancerad bearbetning av ljudmaterial och storytelling. Projektet som helhet inkluderade även kreativt arbete inom områdena ljuddesign, inspelningsteknik, spelutveckling, programmering, filmfotografi och filmredigering. Efter avslutat projekt gick jag vidare med många nya kunskaper och färdigheter inom området game audio design. Jag hade också fått en stor förståelse kring hur branschen fungerar och jag hade även färdigställt en egen konkurrenskraftig show reel riktad mot nämnda bransch.
2

The Integration Of Audio Into Multimodal Interfaces: Guidelines And Applications Of Integrating Speech, Earcons, Auditory Icons, and Spatial Audio (SEAS)

Jones, David 01 January 2005 (has links)
The current research is directed at providing validated guidelines to direct the integration of audio into human-system interfaces. This work first discusses the utility of integrating audio to support multimodal human-information processing. Next, an auditory interactive computing paradigm utilizing Speech, Earcons, Auditory icons, and Spatial audio (SEAS) cues is proposed and guidelines for the integration of SEAS cues into multimodal systems are presented. Finally, the results of two studies are presented that evaluate the utility of using SEAS cues, developed following the proposed guidelines, in relieving perceptual and attention processing bottlenecks when conducting Unmanned Air Vehicle (UAV) control tasks. The results demonstrate that SEAS cues significantly enhance human performance on UAV control tasks, particularly response accuracy and reaction time on a secondary monitoring task. The results suggest that SEAS cues may be effective in overcoming perceptual and attentional bottlenecks, with the advantages being most revealing during high workload conditions. The theories and principles provided in this paper should be of interest to audio system designers and anyone involved in the design of multimodal human-computer systems.
3

A NEW APPROACH AND GUIDLINE FOR LOUDNESS IN GAME AUDIO : Developing Specific Loudness Standards for Each Section of Game Audio

Wang, Leshan January 2023 (has links)
Audio plays a crucial role in the immersive and emotional experience of playing videogames, and loudness is a key aspect of game audio that can greatly impact player engagement and immersion. There are existing loudness standards such as AES-EBU R128, which is mostly commonly used by social media platforms such as YouTube and Spotify. Moreover, SONY has developed the Sony Computer Entertainment America (SCEA) Loudness Standard for maintaining consistent and balanced loudness levels in game audio as well. However, there is a need for more section-specific standards that consider the unique requirements of different genres and elements of game audio. This thesis is proposing a new approach to loudness standardization for game audio by analyzing existing standards, identifying their limitations, and evaluating the impact of loudness on the gaming experience. The results have implications for game developers and audio designers, potentially enhancing player immersion and engagement.
4

Which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?

Savvateev, Anton January 2018 (has links)
Earcons are commonly used by sound designers in order to support visual cues in a game andto make a gaming experience more enjoyable. This study covers two earcons’ attributes: rhythm and timbre. Rhythm and timbre attributes were chosen according to the earcon sounddesign guidelines from the previous studies. An experiment in a form of a video game was conducted in order to research whether one of the conditions can increase a players’performance. A subject had to choose the correct key to the door in order to go to the next location. There were 3 different locations and there were totally 5 different own-designed earcons: 1 incorrect earcon in the both conditions and 2 different correct earcons in each condition. 20 subjects with various gaming experience from the Luleå University of Technology participated in the experiment. The subjects were randomly divided into two groups with different conditions: rhythm and timbre. The amount of wrong trials and completion time were analyzed for each condition and the results were given with the help of Mann-Whitney U-test and t-test calculations. The results of U-test showed that there was a significant difference between two groups in terms of the wrong trials amount. Group with rhythm condition showed better performance in terms of the wrong trials amount. The t-test showed a significant difference between the two groups in terms of completion time. Group with timbre condition showed better timing performance, although considering the analysis it did not increase their performance in terms of making correct choices. Further research might be recommended on comparing various earcon attributes in different ecologically valid scenarios.

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