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Röber, N., & Masuch, M. 2004, July 6–9, Interacting with sound: An interaction paradigm for virtual auditory worlds. Paper presented at Tenth Meeting of the International Conference on Auditory Display, Sydney, Australia. 
Added by: Mark Grimshaw-Aagaard (7/27/05, 11:47 AM)   Last edited by: Mark Grimshaw-Aagaard
Resource type: Proceedings Article
BibTeX citation key: Rober2004a
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Categories: Game Design, Sound Design, Typologies/Taxonomies
Keywords: Auditory Worlds, Sonification
Creators: Masuch, Röber
Publisher: ICAD (Sydney, Australia)
Collection: Tenth Meeting of the International Conference on Auditory Display
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The visual and the auditory field of perception respond on different input signals from our environment. Thus, interacting with worlds solely trough sound is a very challenging task. This paper discusses methods and techniques for sonification and interaction in virtual auditory worlds. In particular, it describes auditory elements such as speech, sound and music and discusses their application in diverse auditory situations, as well as interaction techniques for assisted sonification.

The work is motivated by the development of a framework for the interactive exploration of auditory environments which will be used to evaluate the later discussed techniques. The main focus for the design of this framework is the use in narrative environments for auditory games, but also for general purpose auditory user interfaces and communication processes.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Provides some basic rules for designing auditory worlds.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
   Three categories of auditory phenomena in auditory worlds:

  1. Speech -- (transmission of knowledge)
  2. Music -- (suited to affect and emotion)
  3. Natural or artifical sounds

The last is the largest and may be further broken down to:

  1. Main sounds
  2. Supporting sounds
  3. Ambient sounds


  1. describing sounds -- information about environment
  2. artifical sounds -- used for identifaction of objects
  Added by: Mark Grimshaw-Aagaard

All objects in an auditory[-only] world are described as 'interactable' -- all objects must emit sound otherwise they do not exist for the listener. These objects can be grouped as

  • obstacles -- interfere with environment navigation
  • portals -- allow change of position within the environment
  • interactables -- most interactive and its sounds describe the object's potential or possibilities.

There is a little discussion of difficulties in choosing sounds appropriate for the interactables (Gaver 1986)

Gaver, W. W. (1986). Auditory icons: Using sound in computer interfaces. Human-computer Interaction, 2, 167–177.   Added by: Mark Grimshaw-Aagaard
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