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Halloran, J., Rogers, Y., & Fitzpatrick, G. 2003, November 4–6. From text to talk: Multiplayer games and voiceover ip. Paper presented at Level Up.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 20/09/2005, 10:16
Randell, C., Price, S., Rogers, Y., Harris, E., & Fitzpatrick, G. (2004). The ambient horn: Designing a novel audio-based learning experience. Personal and Ubiquitous Computing, 8, 177–183.    
Added by: Mark Grimshaw-Aagaard 12/05/2005, 18:03
The first attempt at the experiment had sounds triggered by subject proximity which generally tended to be ignored as part of the ambience: the "design of ambient sounds was ... too ambient". This was dealt with by requiring studetns to pro-actively trigger sounds when prompted to do so by flashing lights (these lights triggered by proximity to the sensors).  
When talking of sonification, they provide three types of mapping of data onto sound:

  • arbitrary
  • symbolic
  • direct
 
As might be expected, symbolic sounds are more easily related to the intended process. Arbitrary sounds are more difficult to interpret but, nevertheless (and according to the conclusion - see my comments elsewhere here), do stimulate discussion and reflection on what might be going on (even if it's not understood what is going on).
White, G. R., Fitzpatrick, G., & McAllister, G. 2008, September 10–12. Toward accessible 3D virtual environments for the blind and visually impaired. Paper presented at 3rd international conference on Digital Interactive Media in Entertainment and Arts, New York.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 09/12/2008, 05:23
The authors point out that there is no language for audio signals that is consistent across games (they give the example of different door sounds).
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