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INFORMATIVT LJUD : En studie om hur vägledande earcons påverkarspelupplevelsen i 2D plattformspel / INFORMATIVE SOUND : A study on how directive earcons impact theplayer experience in 2D platformersSumelius, Petter January 2021 (has links)
Denna studie undersöker hur vägledande earcons påverkar spelupplevelsen i 2D plattformspel. Det som studien försöker svara på är om det lönar sig för spelutvecklare att använda ljud i informativt syfte, specifikt i syftet att vägleda spelaren med ljud. För att besvara frågan producerades två prototyper. Prototyperna var så gott som identiska 2D plattformspel, men den ena prototypen hade vägledande earcons medan den andra prototypen saknade dessa vägledande earcons. Totalt 17 testpersoner tog del av undersökningen och resultaten indikerar på att det är möjligt att vägleda spelare med ljud, dessutom kan vägledande earcons förbättra prestationen och spelupplevelsen. Detta bör dock undersökas med fler testpersoner och med en förbättrad prototyp för att resultatet skulle erhålla vetenskaplig legitimitet. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
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The Rising Pitch Metaphor: An Empirical Study.Rigas, Dimitrios I., Alty, James L. January 2005 (has links)
No / This paper describes a set of experiments that investigated the use of rising pitch notes to communicate graphical information to visually impaired users. The information communicated in the experiments included coordinate locations within a 40×40 graphical grid, the navigation of an auditory cursor within the graphical grid, the communication of simple graphical shapes and their size. The five simple shapes communicated were rectangles, squares, circles, horizontal and vertical lines. Stereophony, timbre, rhythms, and short tunes were used in addition to the rising pitch metaphor to aid disambiguation. Results suggested that the rising pitch approach enabled visually impaired users to understand the graphical information communicated in the absence of any visual aid. The paper concludes with a discussion of the use of rising pitch metaphor to communicate graphical information.
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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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Multimedia communication in e-government interface : a usability and user trust investigationAlmutairi, Badr January 2014 (has links)
In the past few years, e-government has been a topic of much interest among those excited about the advent of Web technologies. Due to the growing demand for effective communication to facilitate real-time interaction between users and e-government applications, many governments are considering installing new tools by e-government portals to mitigate the problems associated with user – interface communication. Therefore, this study is to indicate the use of multimodal metaphors such as audio-visual avatars in e-government interfaces; to increase the user performance of communications and to reduce information overload and lack of trust that is common with many e-government interfaces. However, only a minority of empirical studies has been focused on assessing the role of audio-visual metaphors in e-government. Therefore, the subject of this thesis’ investigation was the use of novel combinations of multimodal metaphors in the presentation of messaging content to produce an evaluation of these combinations’ effects on the users’ communication performance as well as the usability of e-government interfaces and perception of trust. The thesis outlines research comprising three experimental phases. An initial experiment was to explore and compare the usability of text in the presentation of the messaging content versus recorded speech and text with graphic metaphors. The second experimental was to investigate two different styles of incorporating initial avatars versus the auditory channel. The third experiment examined a novel approach around the use of speaking avatars with human-like facial expressions, obverse speaking avatars full body gestures during the presentation of the messaging content to compare the usability and communication performance as well as the perception of trust. The achieved results demonstrated the usefulness of the tested metaphors to enhance e-government usability, improve the performance of communication and increase users’ trust. A set of empirically derived ground-breaking guidelines for the design and use of these metaphors to generate more usable e-government interfaces was the overall provision of the results.
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Graphical and non-speech sound metaphors in email browsing : an empirical approach : a usability based study investigating the role of incorporating visual and non-speech sound metaphors to communicate email data and threadsAlharbi, Saad Talal January 2009 (has links)
This thesis investigates the effect of incorporating various information visualisation techniques and non-speech sounds (i.e. auditory icons and earcons) in email browsing. This empirical work consisted of three experimental phases. The first experimental phase aimed at finding out the most usable visualisation techniques for presenting email information. This experiment involved the development of two experimental email visualisation approaches which were called LinearVis and MatrixVis. These approaches visualised email messages based on a dateline together with various types of email information such as the time and the senders. The findings of this experiment were used as a basis for the development of a further email visualisation approach which was called LinearVis II. This novel approach presented email data based on multi-coordinated views. The usability of messages retrieval in this approach was investigated and compared to a typical email client in the second experimental phase. Users were required to retrieve email messages in the two experiments with the provided relevant information such as the subject, status and priority. The third experimental phase aimed at exploring the usability of retrieving email messages by using other type of email data, particularly email threads. This experiment investigated the synergic use of graphical representations with non-speech sounds (Multimodal Metaphors), graphical representations and textual display to present email threads and to communicate contextual information about email threads. The findings of this empirical study demonstrated that there is a high potential for using information visualisation techniques and non-speech sounds (i.e. auditory icons and earcons) to improve the usability of email message retrieval. Furthermore, the thesis concludes with a set of empirically derived guidelines for the use of information visualisation techniques and non-speech sound to improve email browsing.
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Multimodal interactive e-learning : an empirical study : an experimental study that investigates the effect of multimodal metaphors on the usability of e-learning interfaces and the production of empirically derived guidelines for the use of these metaphors in the software engineering processAlseid, Marwan N. K. January 2009 (has links)
This thesis investigated the use of novel combinations of multimodal metaphors in the presentation of learning information to evaluate the effect of these combinations on the usability of e-learning interfaces and on the users' learning performance. The empirical research described in this thesis comprised three experimental phases. In the first phase, an initial experiment was carried out with 30 users to explore and compare the usability and learning performance of facially animated expressive avatars with earcons and speech, and text with graphics metaphors. The second experimental phase involved an experiment conducted with 48 users to investigate their perception of avatar's facial expressions and body gestures when presented in both the absence and presence of interactive e-learning context. In addition, the experiment aimed at evaluating the role that an avatar could play as virtual lecturer in e-learning interfaces by comparing the usability and learning performance of three different modes of interaction: speaking facially expressive virtual lecturer, speaking facially expressive full-body animated virtual lecturer, and two speaking facially expressive virtual lecturers. In the third phase, a total of 24 users experimentally examined a novel approach for the use of earcons and auditory icons in e-learning interfaces to support an animated facially expressive avatar with body gestures during the presentation of the learning material. The obtained results demonstrated the usefulness of the tested metaphors to enhance e-learning usability and to enable users to attain better learning performance. These results provided a set of empirically derived innovative guidelines for the design and use of these metaphors to generate more usable e-learning interfaces. For example, when designing avatars as animated virtual lecturers in e-learning interfaces, specific facial expression and body gestures should be incorporated due to its positive influence in enhancing learners' attitude towards the learning process.
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The Sound of Learning : Supporting the learning in games with Auditory Icons and Earcons.Daregård Thörnqvist, Adam, Aronsson, Oskar January 2018 (has links)
The purpose of the survey is to answer the following question: How is the learning process in digital games affected by an informative sound design? The survey analyzes the adaptation of sound design in digital games for optimized learning regarding the digital environment's responses to the actor's interaction. The work investigates actors' decisions in a digital environment and the changes in decision after a change in sound design. The study resulted in a reinforced perception when auditory icons occurred in a non-representative environment, these interactions were recorded and recalled to a greater extent in relation to remaining auditory methods. Analysis of Kolb's learning patterns in a digital environment enhanced by informative sound design was documented in the following steps: observation of interaction, reflection on interaction, implementation of hypothesis on a similar interaction, reflection on differences and similarities of varying results of interaction. / Undersökningens syfte är att besvara följande frågeställning: Hur påverkas inlärningsprocessen i digitala spel med hjälp av en informativ ljuddesign?Undersökningen analyserar anpassning av ljuddesign i digitala spel för en optimerad inlärning gällande den digitala miljöns reaktioner till aktörers interaktion. Arbetet undersöker aktörers beslut i en digital miljö och förändringarna i beslut efter en förändring i ljuddesign.Undersökningen resulterade i en förstärkt uppfattningsförmåga då Auditory Icons uppstod i en icke-representativ miljö, dessa interaktioner registrerades och återkallas i en större omfattning i förhållande till resterande auditiva metoder.Analys av Kolb’s inlärningsmönster i en digital miljö stärkt av informativ ljuddesign dokumenterades i följande steg: observation av interaktion, reflektion över interaktion, implementation av hypotes på en liknande interaktion, reflektion över skillnader och likheter av varierande resultat av interaktion.
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Interpreting informative sounds : A study on how players interpret different informative sound designRapp, Marcus January 2022 (has links)
Informative sound design serves as an indicator to the player that something just happened, it can be urgently needing the players immediate attention, or serve as a feedback for a job well done. This paper studies how players interpret different informative sounds, how confident they are about their interpretation, and why they interpret the sound that way.
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Graphical and Non-speech Sound Metaphors in Email Browsing: An Empirical Approach. A Usability Based Study Investigating the Role of Incorporating Visual and Non-Speech Sound Metaphors to Communicate Email Data and Threads.Alharbi, Saad T. January 2009 (has links)
This thesis investigates the effect of incorporating various information visualisation techniques and non-speech sounds (i.e. auditory icons and earcons) in email browsing. This empirical work consisted of three experimental phases. The first experimental phase aimed at finding out the most usable visualisation techniques for presenting email information. This experiment involved the development of two experimental email visualisation approaches which were called LinearVis and MatrixVis. These approaches visualised email messages based on a dateline together with various types of email information such as the time and the senders. The findings of this experiment were used as a basis for the development of a further email visualisation approach which was called LinearVis II. This novel approach presented email data based on multi-coordinated views. The usability of messages retrieval in this approach was investigated and compared to a typical email client in the second experimental phase. Users were required to retrieve email messages in the two experiments with the provided relevant information such as the subject, status and priority. The third experimental phase aimed at exploring the usability of retrieving email messages by using other type of email data, particularly email threads. This experiment investigated the synergic use of graphical representations with non-speech sounds (Multimodal Metaphors), graphical representations and textual display to present email threads and to communicate contextual information about email threads. The findings of this empirical study demonstrated that there is a high potential for using information visualisation techniques and non-speech sounds (i.e. auditory icons and earcons) to improve the usability of email message retrieval. Furthermore, the thesis concludes with a set of empirically derived guidelines for the use of information visualisation techniques and non-speech sound to improve email browsing. / Taibah University in Medina and the Ministry of Higher Education in Saudi Arabia.
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Multimodal interactive e-learning: An empirical study. An experimental study that investigates the effect of multimodal metaphors on the usability of e-learning interfaces and the production of empirically derived guidelines for the use of these metaphors in the software engineering process.Alseid, Marwan N.K. January 2009 (has links)
This thesis investigated the use of novel combinations of multimodal metaphors in the presentation of learning information to evaluate the effect of these combinations on the usability of e-learning interfaces and on the users¿ learning performance. The empirical research described in this thesis comprised three experimental phases. In the first phase, an initial experiment was carried out with 30 users to explore and compare the usability and learning performance of facially animated expressive avatars with earcons and speech, and text with graphics metaphors. The second experimental phase involved an experiment conducted with 48 users to investigate their perception of avatar¿s facial expressions and body gestures when presented in both the absence and presence of interactive e-learning context. In addition, the experiment aimed at evaluating the role that an avatar could play as virtual lecturer in e-learning interfaces by comparing the usability and learning performance of three different modes of interaction: speaking facially expressive virtual lecturer, speaking facially expressive full-body animated virtual lecturer, and two speaking facially expressive virtual lecturers. In the third phase, a total of 24 users experimentally examined a novel approach for the use of earcons and auditory icons in e-learning interfaces to support an animated facially expressive avatar with body gestures during the presentation of the learning material. The obtained results demonstrated the usefulness of the tested metaphors to enhance e-learning usability and to enable users to attain better learning performance. These results provided a set of empirically derived innovative guidelines for the design and use of these metaphors to generate more usable e-learning interfaces. For example, when designing avatars as animated virtual lecturers in e-learning interfaces, specific facial expression and body gestures should be incorporated due to its positive influence in enhancing learners¿ attitude towards the learning process.
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