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It has been suggested in the literature that the degree to which an auditory presentation can create an emotional response can be influenced not only by manipulation of the temporal and spectral features of the sound but also where the sound is played in terms of its spatial location. In this paper we specifically focus on fear and how the emotional response is changed based on where a sound is played from within a 3D environment. It is shown though subjective analysis that it is possible to enhance the perception of fear based on the direction of the source presentation, although such presentations must be appropriately contextualised. This study intends to supply implications for the implementation of emotional fine-tuning in video games and interactive media.
Author (s): Hughes, Samuel;
Kearney, Gavin;
Affiliation:
University of York, Yorkshire, UK
(See document for exact affiliation information.)
Publication Date:
2015-02-06
Session subject:
Spatial Audio in Games
DOI:
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Hughes, Samuel; Kearney, Gavin; 2015; Fear and Localisation: Emotional Fine-Tuning Utlising Multiple Source Directions [PDF]; University of York, Yorkshire, UK; Paper 4-3; Available from: https://aes.org/publications/elibrary-page/?id=17596
Hughes, Samuel; Kearney, Gavin; Fear and Localisation: Emotional Fine-Tuning Utlising Multiple Source Directions [PDF]; University of York, Yorkshire, UK; Paper 4-3; 2015 Available: https://aes.org/publications/elibrary-page/?id=17596
@inproceedings{Hughes2015fear,
title={{Fear and Localisation: Emotional Fine-Tuning Utlising Multiple Source Directions}},
author={Hughes, Samuel and Kearney, Gavin},
year={2015},
month={feb},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 4-3; AES Conference: 56th International Conference: Audio for Games; February 2015},
number={4-3},
organization={AES},
}
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