Home > Research > Publications & Outputs > Seeing With Sound: Creating Audio Only Games
View graph of relations

Seeing With Sound: Creating Audio Only Games

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

Published

Standard

Seeing With Sound: Creating Audio Only Games. / Mason, Zach.
2023. 1-4 Paper presented at DiGRAs 2022, Krakow, Poland.

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

Harvard

Mason, Z 2023, 'Seeing With Sound: Creating Audio Only Games', Paper presented at DiGRAs 2022, Krakow, Poland, 7/07/22 - 11/07/22 pp. 1-4. <http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2022_paper_87.pdf>

APA

Vancouver

Mason Z. Seeing With Sound: Creating Audio Only Games. 2023. Paper presented at DiGRAs 2022, Krakow, Poland. Epub 2022 Feb 20.

Author

Mason, Zach. / Seeing With Sound: Creating Audio Only Games. Paper presented at DiGRAs 2022, Krakow, Poland.4 p.

Bibtex

@conference{6b3ba86ee4404930ac9890b7ee0743a0,
title = "Seeing With Sound: Creating Audio Only Games",
abstract = "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. ",
keywords = "sound, binaural, echolocation, audio-only, computer games, 3D sound",
author = "Zach Mason",
year = "2023",
month = feb,
day = "1",
language = "English",
pages = "1--4",
note = "DiGRAs 2022 ; Conference date: 07-07-2022 Through 11-07-2022",
url = "https://digra2022.org/",

}

RIS

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 -