I. Dall'Avanzi and M. Yee-King, “Measuring the Impact of Level of Detail for Environmental Soundscapes in Digital Games,” in Proc. AES Convention 146, Mar. 2019, pp. 10202:1-. [Online]. Available: https://aes.org/publications/elibrary-page/?id=20335
Dall'Avanzi I, Yee-King M. Measuring the Impact of Level of Detail for Environmental Soundscapes in Digital Games. In: AES Convention 146. Audio Engineering Society; 2019.pp. 10202:1-. Available from: https://aes.org/publications/elibrary-page/?id=20335
@inproceedings{DallAvanzi2019_20335,
author = {Dall'Avanzi, Igor and Yee-King, Matthew},
title = {{Measuring the Impact of Level of Detail for Environmental Soundscapes in Digital Games}},
booktitle = {AES Convention 146},
pages = {10202:1-},
year = {2019},
month = mar,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=20335}
}
TY - CPAPER
TI - Measuring the Impact of Level of Detail for Environmental Soundscapes in Digital Games
AU - Dall'Avanzi, Igor
AU - Yee-King, Matthew
T2 - AES Convention 146
SP - 1
M1 - Paper 10202
PY - 2019
DA - 2019/03/06
UR - https://aes.org/publications/elibrary-page/?id=20335
PB - Audio Engineering Society
LA - en
AB - The design of sonic environments in digital games poses an unanswered question of believability. How much time and resources should be used to replicate an element that is stochastic and unpredictable in nature, in order to convey a satisfactory experience? We analyze the effect on player’s immersion caused by the detail of digital environmental sounds (soundscapes). Two groups of participants are asked to play two different versions of the same game. One processes audio elements on run time for higher levels of detail, while the other one uses looped files. Player’s immersion is measured afterwards using the Immersive Experience Questionnaire [1] and qualitative questions. Results showed no considerable difference between the two groups, and we discuss some possible explanations for this.
ER -