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Gonot, A., Natkin, S., Emerit, M., & Chateau, N. 2006, November 22–24, An experiment in the perception of space through sound in virtual world and games. Paper presented at 9th International Conference on Computer Games: Artificial Intelligence and Mobile Systems, Wolverhampton, UK. 
Added by: Mark Grimshaw-Aagaard (29/01/2008, 11:54)   
Resource type: Proceedings Article
Peer reviewed
BibTeX citation key: Gonot2006
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Categories: Sound Design
Keywords: Navigation, Space
Creators: Chateau, Emerit, Gonot, Natkin
Publisher: University of Wolverhampton (Wolverhampton, UK)
Collection: 9<sup>th</sup> International Conference on Computer Games: Artificial Intelligence and Mobile Systems
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Abstract
"This study presents two approaches for representing space through sound, allowing being aware of what is going on out of visible screen. The first one, called decontextualized beacon, uses a sound indicating the azimuth of a target. The second one, called contextualized beacon, uses a sound indicating the shortest path toward the target. The usability of the two spatial auditory displays has been evaluated during a first-person navigation task in a virtual city. It appeared that contextualized beacon was more adapted than the contextualized one when navigation was not the major task. However, it was not as relevant as expected for navigation itself. Therefore, the decontextualized beacons, seems to be a better compromise between possibility of failure and effectiveness of navigation."
Added by: Mark Grimshaw-Aagaard  
Notes

NB. In the abstract:
"It appeared that contextualized beacon was more adapted than the contextualized one when navigation was not the major task."

should perhaps read:
"It appeared that contextualized beacon was more adapted than the decontextualized one when navigation was not the major task."

See the later (Gonot et al. 2007)



Gonot, A., Natkin, S., Emerit, M., & Chateau, N. (2007). The roles of spatial auditory perception and cognition in the accessibility of a game map with a first person view. International Journal of Intelligent Games & Simulation, 4(2). Retrieved December 31, 2007, from http://ijigs.scit.wlv.ac.uk/AGonot.pdf
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
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