Using notions from Acoustic Ecology and recent studies of emotion, the authors synthesize a set of guidelines for soundscape design as part of the broader view of user experience design in computational media. Guidelines are presented and their applicability discussed using a what, why, how contextual framework, ending with reflections from a soundscape design exercise for a computer game.
Keywords
Auditory guidelines, Game design, Sound design, User experience
Subject
Human-Computer Interaction
Conference
4th Audio Mostly Conference: A Conference on Interaction with Sound, September 2009
Cited by
Year 2013 : 2 citations
Garner, T. A., & Grimshaw, M. (2013). The Physiology of Fear and Sound: Working with Biometrics toward Automated Emotion Recognition in Adaptive Gaming Systems. IADIS International Journal on WWW/Internet, 11(2).
Garner, T. A., & Grimshaw, M. (2013). Psychophysiological Assessment Of Fear Experience In Response To Sound During Computer Video Gameplay. In International Conference Interfaces and Human Computer Interaction (pp. 45-53).
Year 2011 : 3 citations
Psarras, V., Floros, A., Drosos, K., & Strapatsakis, M. (2011). Emotional control and visual representation using advanced audiovisual interaction. International Journal of Arts and Technology, 4(4), 480-498.
Johansson, K. (2011). Opålitliga ljud i skräckspel: Att öka rädslan med slumpmässiga ljud (Doctoral dissertation, University of Skövde).
UNRELIABLE SOUNDS IN SURVIVAL HORROR GAMES - Increasing fear with random sounds, Kristian Johansson (Examensarbete inom huvudområdet Medier, estetik och berättande) Hogskolan Skovde, 2011
Year 2010 : 2 citations
Liljedahl, M. (2010). Awesome-a tool for simulating sound environments.
Garner, T., Grimshaw, M., & Nabi, D. A. (2010, September). A preliminary experiment to assess the fear value of preselected sound parameters in a survival horror game. In Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with Sound (p. 10). ACM.