Audio in today’s first person computer games plays a vital role in informing players about their surroundings as well as general gameplay elements. Awareness of the direction, distance, and spatial placement of audio sources can be crucial for players in various contexts. Spatialising audio through stereo panning can pose challenges to players when it comes to accurately localising sound sources in front, behind, below, or above the player. Binaural audio is another technique used for spatialising audio by simulating how sound interacts with the head and ears before reaching the eardrums from a specific direction before the signal is rendered through the headphones. While binaural audio attempts to alleviate the front-back confusion, the cues from binaural audio are lost when the listener moves their head if some form of head tracking solution is not incorporated. Hence, this study’s research question is: ”How is localisation of audio sources in first-person computer games — while wearing headphones— helped by spatialising the soundscape in relation to head movement utilising head tracking technology?”. To be able to answer the research question a prototype of a game was developed following design science guidelines. The objective was to timely and accurately localise 14 invisible targets emitting sound in a virtual three-storey house. During one half of the test the spatilisation with head movements was inactive and the other half had it activated in order to compare the testers ability for localisation with and without the tool. The order for which half would have spatilisation activated was randomised for each test. The research strategy consisted of two types of experiments, blind — with 20 participants, and open — with five testers, that were conducted to measure and evaluate the participants’ head movement and performance in terms of accuracy and time of localising the targets by shooting them. For data collection this study used a mixed methods approach that included questionnaires with closed questions and semistructured interviews. Data about the testers’ performance was automatically logged during the test. The results from the first, blind experiment showed little head movement and no significant impact on localisation performance from the spatialisation. Consequently an open follow-up experiment was performed to discover if the blind experiment design affected the results. The results demonstrated a higher degree of head movement but corroborated the first test in no substantial effect on the testers’ accuracy or time when localising the targets. In summary, there could be found no positive or negative impact on one’s localisation of audio sources in first-person computer games —while wearing headphones— when spatialising the soundscape in relation to head movements by utilising head tracking technology. Additionally, some participants found the tool to be unfit for the genre that the prototype resembled and suggested that spatialisation of audio with head tracking could perhaps be better suited for other genres. This could serve as material for future research on the use of head tracking for spatialisation of audio in computer games.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:su-219721 |
Date | January 2023 |
Creators | Bergsten, Patrik, Kihan, Mikita |
Publisher | Stockholms universitet, Institutionen för data- och systemvetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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