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Sound is not a simulation: methodologies for examining the experience of soundscapes

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Published

Standard

Sound is not a simulation: methodologies for examining the experience of soundscapes. / O Keeffe, Linda.
Game sound technology and player interaction: concepts and developments. ed. / Mark Grimshaw. Hershey, Penn.: Information Science Reference, 2010. p. 44-59.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

O Keeffe, L 2010, Sound is not a simulation: methodologies for examining the experience of soundscapes. in M Grimshaw (ed.), Game sound technology and player interaction: concepts and developments. Information Science Reference, Hershey, Penn., pp. 44-59.

APA

O Keeffe, L. (2010). Sound is not a simulation: methodologies for examining the experience of soundscapes. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 44-59). Information Science Reference.

Vancouver

O Keeffe L. Sound is not a simulation: methodologies for examining the experience of soundscapes. In Grimshaw M, editor, Game sound technology and player interaction: concepts and developments. Hershey, Penn.: Information Science Reference. 2010. p. 44-59

Author

O Keeffe, Linda. / Sound is not a simulation : methodologies for examining the experience of soundscapes. Game sound technology and player interaction: concepts and developments. editor / Mark Grimshaw. Hershey, Penn. : Information Science Reference, 2010. pp. 44-59

Bibtex

@inbook{bb62cde85bc848c6b42ec12c9101e091,
title = "Sound is not a simulation: methodologies for examining the experience of soundscapes",
abstract = "In order to design a computer game soundscape that allows a game player to feel immersed in their virtual world, we must understand how we navigate and understand the real world soundscape. In this chapter I will explore how sound, particularly in urban spaces, is increasingly categorised as noise, ignoring both the social significance of any soundscape and how we use sound to interpret and negotiate space. I will explore innovative methodologies for identifying an individual{\textquoteright}s perception of soundscapes. Designing virtual soundscapes without prior investigation into their cultural and social meaning could prove problematic.",
author = "{O Keeffe}, Linda",
year = "2010",
language = "English",
isbn = "9781616928285",
pages = "44--59",
editor = "Mark Grimshaw",
booktitle = "Game sound technology and player interaction",
publisher = "Information Science Reference",

}

RIS

TY - CHAP

T1 - Sound is not a simulation

T2 - methodologies for examining the experience of soundscapes

AU - O Keeffe, Linda

PY - 2010

Y1 - 2010

N2 - In order to design a computer game soundscape that allows a game player to feel immersed in their virtual world, we must understand how we navigate and understand the real world soundscape. In this chapter I will explore how sound, particularly in urban spaces, is increasingly categorised as noise, ignoring both the social significance of any soundscape and how we use sound to interpret and negotiate space. I will explore innovative methodologies for identifying an individual’s perception of soundscapes. Designing virtual soundscapes without prior investigation into their cultural and social meaning could prove problematic.

AB - In order to design a computer game soundscape that allows a game player to feel immersed in their virtual world, we must understand how we navigate and understand the real world soundscape. In this chapter I will explore how sound, particularly in urban spaces, is increasingly categorised as noise, ignoring both the social significance of any soundscape and how we use sound to interpret and negotiate space. I will explore innovative methodologies for identifying an individual’s perception of soundscapes. Designing virtual soundscapes without prior investigation into their cultural and social meaning could prove problematic.

M3 - Chapter

SN - 9781616928285

SP - 44

EP - 59

BT - Game sound technology and player interaction

A2 - Grimshaw, Mark

PB - Information Science Reference

CY - Hershey, Penn.

ER -