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Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception

机译:使用运动控制器的计算机游戏中的程序音频:对效果和感知的评估

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摘要

A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2) the use of procedural audio affects their motor-behavior, and (3) procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fighting game controlled by a Wii remote were implemented with two versions of sound, one sample based and the other procedural based. The procedural models were designed using a perceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that, when being actively involved in playing or purely observing a video recording of a game, the majority of participants did not notice any difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in the motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more sensitive.
机译:已经进行了一项研究,进入使用程序音频的使用是否会使用运动控制器影响计算机游戏中的玩家。它是调查(1)玩家是否会感知详细和互动程序音频和预先记录音频之间的差异,(2)使用程序音频影响其电机行为,(3)程序音频影响其对控制的感知。设计了三种实验调查,其中包括游戏会话和第三个由观看游戏玩法的视频组成。由任天堂Wii平衡委员会控制的滑雪游戏和由WII遥控器控制的剑术战斗游戏进行了两种版本的声音,一个基于样本和另一种基于程序。使用感知方法和众所周知的合成技术的替代组合设计了程序模型。实验结果表明,当积极参与播放或纯粹观察游戏的视频记录时,大多数参与者都没有注意到声音的任何差异。此外,不可能表明使用程序音频导致电机行为的任何一致变化。在滑雪实验中,一部分球员认为程序版本更敏感。

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