When navigating a spatially immersive environment like a game, sound can be used to get anapproximate direction and distance of objects, like targets headed for the player. Game sounddesigners can use this knowledge to create interactions. However, processing sound mightalso interfere with players’ abilities to track targets. By reducing the dynamic range of soundswith compression it might change how players interact in games. Whether the ability to trackseveral targets is affected by compression of sounds was investigated with an interactivelistening test where participants were asked to track objects in a game like environment. Thisgame environment was developed through a set of pre-studies that investigated tracking tasksin games and in vision experiments, as well as sound design. The study developed a methodthat is ecologically valid for games and also utilizes prior research in tracking. In the mainexperiment, Subjects tracked four targets among eight objects in four tracking scenarios. Thetracking scenarios were divided into two different conditions, one with compressed soundsand one with uncompressed sounds. Subjects abilities to correctly identify targets in eachcondition were statistically analyzed with a two-paired t-test. The results showed the ability totrack several targets was better in the condition with sounds compressed and the results werestatistically significant.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:ltu-73281 |
Date | January 2019 |
Creators | Liljeblad, Hugo |
Publisher | Luleå tekniska universitet, Medier, ljudteknik och teater |
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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