Can interactive procedural audio affect the motorical behaviour of players in computer games with motion controllers?

Niels Bøttcher*

*Corresponding author for this work

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

4 Citations (Scopus)

Abstract

This paper presents the design and implementation of a procedural sword sound model controlled with the Nintendo Wii remote. A prototype of a first person sword game was developed in order to test if the use of procedural audio in comparison to pre-recorded audio could potentially change the motorical behavior of the players. A test indicated that some of the test persons were influenced by the procedural audio, but no common measures could be found in the test.

Original languageEnglish
Title of host publication49th International Conference Audio for Games
Number of pages6
PublisherAudio Engineering Society
Publication date1 Jan 2013
Pages12-17
ISBN (Print)978-162993326-9
Publication statusPublished - 1 Jan 2013
Event49th AES International Conference on Audio for Games - London, United Kingdom
Duration: 6 Feb 20138 Feb 2013

Conference

Conference49th AES International Conference on Audio for Games
Country/TerritoryUnited Kingdom
CityLondon
Period06/02/201308/02/2013

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