Sound Research WIKINDX |
Resource type: Proceedings Article Peer reviewed BibTeX citation key: Gonot2006 Email resource to friend View all bibliographic details |
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 Resources citing this (Bibliography: WIKINDX Master Bibliography) |
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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: should perhaps read: 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 |