The Role of Agency in Ludoacoustic Immersion: Experiencing Recorded Sound and Music in Situational Context

Hans-Peter Gasselseder

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

1 Citationer (Scopus)

Abstract

In sound-fx and music, expressive artifacts of the recording contribute to forming expectations on how an object (sound source) is interacting with an environment (room) while also accounting for the associated resonances occurring in that object. By switching attentional focus between action and resonance in object and environment as a result of comparing expectations to incoming stimuli, the context of a virtual situation is simulated by referencing to syntax of body-object-environment interaction. This virtual syntax may be partially projected onto the situational context of the user, leading to antecedents of immersion that depend on emotional arousal and personality traits of the listener. After having outlined a conceptual framework describing the mediation and agency detection of sonic expression within the acoustic properties of situational contexts, the paper provides an outlook on how these agents may be translated to meaningful structures that are yet to be studied in video games.
OriginalsprogEngelsk
TitelAM '15 Proceedings of the Audio Mostly 2015 on Interaction With Sound
Antal sider7
ForlagAssociation for Computing Machinery (ACM)
Publikationsdato2015
Artikelnummer13
ISBN (Trykt)978-1-4503-3896-7
DOI
StatusUdgivet - 2015
Begivenhed10th Audio Mostly - A Conference on Interaction with Sound, AM 2015 - Thessaloniki, Grækenland
Varighed: 7 okt. 20159 okt. 2015

Konference

Konference10th Audio Mostly - A Conference on Interaction with Sound, AM 2015
Land/OmrådeGrækenland
ByThessaloniki
Periode07/10/201509/10/2015

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