S. Hughes and G. Kearney, “Fear and Localisation: Emotional Fine-Tuning Utlising Multiple Source Directions,” in Proc. AES Conference: 56th International Conference: Audio for Games, Feb. 2015, Paper 4-3. [Online]. Available: https://aes.org/publications/elibrary-page/?id=17596
Hughes S, Kearney G. Fear and Localisation: Emotional Fine-Tuning Utlising Multiple Source Directions. In: AES Conference: 56th International Conference: Audio for Games. Audio Engineering Society; 2015. Paper 4-3. Available from: https://aes.org/publications/elibrary-page/?id=17596
@inproceedings{Hughes2015_17596,
author = {Hughes, Samuel and Kearney, Gavin},
title = {{Fear and Localisation: Emotional Fine-Tuning Utlising Multiple Source Directions}},
booktitle = {AES Conference: 56th International Conference: Audio for Games},
note = {Paper 4-3},
year = {2015},
month = feb,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=17596}
}
TY - CPAPER
TI - Fear and Localisation: Emotional Fine-Tuning Utlising Multiple Source Directions
AU - Hughes, Samuel
AU - Kearney, Gavin
T2 - AES Conference: 56th International Conference: Audio for Games
M1 - Paper 4-3
PY - 2015
DA - 2015/02/06
UR - https://aes.org/publications/elibrary-page/?id=17596
PB - Audio Engineering Society
LA - en
AB - 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.
ER -