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Adams, E. W. 2003, November 4–6, The construction of ludic space. Paper presented at Level Up. 
Added by: Mark Grimshaw-Aagaard (9/20/05, 10:17 AM)   Last edited by: Mark Grimshaw-Aagaard
Resource type: Proceedings Article
BibTeX citation key: Adams2003
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Categories: General
Keywords: Visual Space
Creators: Adams
Collection: Level Up
Views: 24/1195
Some mention of audio but mainly visual space is dealt with.

Some useful comparisons between sound in games and sound in the real world.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
   Makes the following observations on real-world sound:

Perception is 3-dimensional.
All observer-created sounds are audible.
The aural environment may be created from an infinite number of sounds.
Acoustic phenomena such as echoes are created naturally by the materials and shapes in the world.
The observer can explore the soundscape by making sound at will.
Usually no soundtrack.   Added by: Mark Grimshaw-Aagaard
   Following his observations on real-world sound, has the following to say about "ludic spaces":

If enough speakers are available, audio approaches 3D quality.
Player-created sounds must be supported by the hardware to be audible.
The no. of hardware channels limits the no. of ambient sounds.
Acoustic phenomena such a echoes are simulated inaccurately or are not present.
Usually the player cannot interact with the audio environment by making sound at will.
Usually a soundtrack.   Added by: Mark Grimshaw-Aagaard
   Points out that it will be a long time before VR hardware is capable of reproducing the full range of human visual and auditory perception.   Added by: Mark Grimshaw-Aagaard
   Discussing the relationship between architecture and gameplay, he says that architecture can provide subtle clues to aid in exploration - sunglight through a window informs about the environment the other side of the wall.   Added by: Mark Grimshaw-Aagaard