Sound Research WIKINDX |
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| Shilling, R., Zyda, M., & Wardynski, E. C. 2002, November 30. Introducing emotion into military simulation and videogame design: America’s Army: Operations and VIRTE. Paper presented at GameOn, London. |
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| Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 19/12/2010, 05:19 | |
| "[...] emotional arousal has a positive impact on learning, performance, and sense of immersion in virtual environments." | |
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"A flat recording is not only emotionally flat; it also sounds unrealistic (Yewdall, 1999). Instead, flat recordings [in AA:O] were mixed with other explosive sounds to compensate for the weaknesses of the reproduction media." Yewdall, D. (1999). Practical Art of Motion Picture Sound. Boston, MA: Focal Press. |
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| "Within the limitations of the game engine, if you see an action on the screen, you hear a corresponding sound. These details are crucial for immersing a player in the scene." | |
| "Results indicated increased physiological responses on all measures in the sound versus no sound condition" and the authors use this to argue that "the audio component of a videogame or simulation contributes significantly to the emotional response of the participants". | |
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The authors refer to the audience for Saving Private Ryan as being immersed in the sound field -- i.e. physically immersed (Spielberg 1998). |
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| Collecting Temperature, Electro Dermal Response (EDR), the data showed that, when comparing headphones and speakers, there was only a temperature rise in the latter use. The authors argue that this is not a convincing argument for speaker use over headphone use. |