Realtime synthesized sword-sounds in Wii computer games

Niels Böttcher

Research output: Contribution to conference without publisher/journalPosterResearch

Abstract

This paper presents the current work carried out on an
interactive sword fighting game, developed for the Wii
controller. The aim of the work is to develop highly
interactive action-sound, which is closely mapped to the
physical actions of the player. The interactive sword sound
is developed using a combination of granular synthesis and
subtractive synthesis simulating wind. The aim of the work
is to test if more interactive sound can affect the way
humans interact physically with their body, when playing
games with controllers such as the Wii remote.
Original languageEnglish
Publication date16 Sep 2011
Number of pages2
Publication statusPublished - 16 Sep 2011
EventHaptic Audio Interaction Design - Aalborg University Copenhagen, Denmark
Duration: 16 Sep 201017 Sep 2010

Conference

ConferenceHaptic Audio Interaction Design
CountryDenmark
CityAalborg University Copenhagen
Period16/09/201017/09/2010

Cite this

Böttcher, N. (2011). Realtime synthesized sword-sounds in Wii computer games. Poster presented at Haptic Audio Interaction Design, Aalborg University Copenhagen, Denmark.
Böttcher, Niels. / Realtime synthesized sword-sounds in Wii computer games. Poster presented at Haptic Audio Interaction Design, Aalborg University Copenhagen, Denmark.2 p.
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Böttcher, N 2011, 'Realtime synthesized sword-sounds in Wii computer games', Haptic Audio Interaction Design, Aalborg University Copenhagen, Denmark, 16/09/2010 - 17/09/2010.

Realtime synthesized sword-sounds in Wii computer games. / Böttcher, Niels.

2011. Poster presented at Haptic Audio Interaction Design, Aalborg University Copenhagen, Denmark.

Research output: Contribution to conference without publisher/journalPosterResearch

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AB - This paper presents the current work carried out on an interactive sword fighting game, developed for the Wii controller. The aim of the work is to develop highly interactive action-sound, which is closely mapped to the physical actions of the player. The interactive sword sound is developed using a combination of granular synthesis and subtractive synthesis simulating wind. The aim of the work is to test if more interactive sound can affect the way humans interact physically with their body, when playing games with controllers such as the Wii remote.

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Böttcher N. Realtime synthesized sword-sounds in Wii computer games. 2011. Poster presented at Haptic Audio Interaction Design, Aalborg University Copenhagen, Denmark.