Final published version
Research output: Contribution to conference - Without ISBN/ISSN › Conference paper › peer-review
Research output: Contribution to conference - Without ISBN/ISSN › Conference paper › peer-review
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TY - CONF
T1 - Seeing With Sound: Creating Audio Only Games
AU - Mason, Zach
PY - 2023/2/1
Y1 - 2023/2/1
N2 - Modern game space is rich in its visual fidelity. While “the game industry has been quick to exploit increased graphics capabilities to create often stunning virtual, visual environments, they remain leery of exploiting the potential of audio technology” Grimshaw and Schott (2007). Game space mirrors physical space in its lack of accessibility for blind and visually impaired people who engage with it. Often technologies designed to improve these shortcomings are devised as afterthoughts to substitute the original mechanisms. However, as most virtual spaces are already digitally modelled, spatial (binaural) audio systems can easily be employed to enhance the fidelity of the audio aspect of a game space without the need for extra peripherals. Mainstream game engines such as Unreal Engine already have systems for simple implementation of spatial audio, but generally it remains a supplementary experience to the visual.
AB - Modern game space is rich in its visual fidelity. While “the game industry has been quick to exploit increased graphics capabilities to create often stunning virtual, visual environments, they remain leery of exploiting the potential of audio technology” Grimshaw and Schott (2007). Game space mirrors physical space in its lack of accessibility for blind and visually impaired people who engage with it. Often technologies designed to improve these shortcomings are devised as afterthoughts to substitute the original mechanisms. However, as most virtual spaces are already digitally modelled, spatial (binaural) audio systems can easily be employed to enhance the fidelity of the audio aspect of a game space without the need for extra peripherals. Mainstream game engines such as Unreal Engine already have systems for simple implementation of spatial audio, but generally it remains a supplementary experience to the visual.
KW - sound
KW - binaural
KW - echolocation
KW - audio-only
KW - computer games
KW - 3D sound
M3 - Conference paper
SP - 1
EP - 4
T2 - DiGRAs 2022
Y2 - 7 July 2022 through 11 July 2022
ER -