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This paper provides game audio researchers and practitioners a short background on rhythmic interaction, with application to rhythm-action games. Based on our previous experiments and observations, we point out technical challenges and our current solutions. A special focus is on how these concepts can be used in education, reflecting on the relevant sessions in the IEEE SPS Summer School Game Audio (September 3-6 2012, Ankara, Turkey). The technical and educational implications of rhythmicity for game audio are provided.
Author (s): Erkut, Cumhur;
Hacihabiboglu, Hüseyin;
Affiliation:
Aalto University, Espoo, Finland; Informatics Institute, Middle East Technical University, Ankara, Turkey
(See document for exact affiliation information.)
Publication Date:
2013-02-06
Session subject:
Perception of Interactive Audio
DOI:
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Erkut, Cumhur; Hacihabiboglu, Hüseyin; 2013; Rhythm-Action Games: The Sonic Interaction Perspective [PDF]; Aalto University, Espoo, Finland; Informatics Institute, Middle East Technical University, Ankara, Turkey; Paper 2-4; Available from: https://aes.org/publications/elibrary-page/?id=16660
Erkut, Cumhur; Hacihabiboglu, Hüseyin; Rhythm-Action Games: The Sonic Interaction Perspective [PDF]; Aalto University, Espoo, Finland; Informatics Institute, Middle East Technical University, Ankara, Turkey; Paper 2-4; 2013 Available: https://aes.org/publications/elibrary-page/?id=16660
@inproceedings{Erkut2013rhythm-action,
title={{Rhythm-Action Games: The Sonic Interaction Perspective}},
author={Erkut, Cumhur and Hacihabiboglu, Hüseyin},
year={2013},
month={feb},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 2-4; AES Conference: 49th International Conference: Audio for Games; February 2013},
number={2-4},
organization={AES},
}
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