Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception

A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2) the use of procedural audi...

Full description

Saved in:
Bibliographic Details
Main Authors: Niels Böttcher, Héctor P. Martínez, Stefania Serafin
Format: Article
Language:English
Published: Wiley 2013-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2013/371374
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1849698076297527296
author Niels Böttcher
Héctor P. Martínez
Stefania Serafin
author_facet Niels Böttcher
Héctor P. Martínez
Stefania Serafin
author_sort Niels Böttcher
collection DOAJ
description A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2) the use of procedural audio affects their motor-behavior, and (3) procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fighting game controlled by a Wii remote were implemented with two versions of sound, one sample based and the other procedural based. The procedural models were designed using a perceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that, when being actively involved in playing or purely observing a video recording of a game, the majority of participants did not notice any difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in the motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more sensitive.
format Article
id doaj-art-a6b87a7ec9dd4204a57aab4b464a59e7
institution DOAJ
issn 1687-7047
1687-7055
language English
publishDate 2013-01-01
publisher Wiley
record_format Article
series International Journal of Computer Games Technology
spelling doaj-art-a6b87a7ec9dd4204a57aab4b464a59e72025-08-20T03:19:02ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552013-01-01201310.1155/2013/371374371374Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and PerceptionNiels Böttcher0Héctor P. Martínez1Stefania Serafin2Department of Architecture, Design & Media Technology, Aalborg University Copenhagen, A.C. Meyers Vænge 15, 2450 Copenhagen SV, DenmarkInstitute of Digital Games, University of Malta, Ferris Street, Msida MSD 1751, MaltaDepartment of Architecture, Design & Media Technology, Aalborg University Copenhagen, A.C. Meyers Vænge 15, 2450 Copenhagen SV, DenmarkA study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2) the use of procedural audio affects their motor-behavior, and (3) procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fighting game controlled by a Wii remote were implemented with two versions of sound, one sample based and the other procedural based. The procedural models were designed using a perceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that, when being actively involved in playing or purely observing a video recording of a game, the majority of participants did not notice any difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in the motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more sensitive.http://dx.doi.org/10.1155/2013/371374
spellingShingle Niels Böttcher
Héctor P. Martínez
Stefania Serafin
Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception
International Journal of Computer Games Technology
title Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception
title_full Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception
title_fullStr Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception
title_full_unstemmed Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception
title_short Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception
title_sort procedural audio in computer games using motion controllers an evaluation on the effect and perception
url http://dx.doi.org/10.1155/2013/371374
work_keys_str_mv AT nielsbottcher proceduralaudioincomputergamesusingmotioncontrollersanevaluationontheeffectandperception
AT hectorpmartinez proceduralaudioincomputergamesusingmotioncontrollersanevaluationontheeffectandperception
AT stefaniaserafin proceduralaudioincomputergamesusingmotioncontrollersanevaluationontheeffectandperception