HKUST(GZ) Computational Media Arts |
![]() |
Resource type: Proceedings Article Peer reviewed DOI: 10.1145/1859799.1859809 ID no. (ISBN etc.): 978-1-4503-0046-9 BibTeX citation key: Garner2010 Email resource to friend View all bibliographic details |
Categories: Computer Games Keywords: Fear Creators: Abdel Nabi, Garner, Grimshaw Publisher: Association for Computing Machinery (ACM) (New York) Collection: 5th Audio Mostly Conference |
Views: 256/256
|
Attachments
a_preliminary_experiment_MG.pdf |
URLs https://dl.acm.org ... 45/1859799.1859809 |
Abstract |
This paper presents an experiment testing which sound parameters, in a survival horror game context, most warrant further investigation as a means to control the level of fear in such games. The experiment is part of a long-term study ultimately designed to support the development of a biofeedback procedural audio engine for computer games. By this means, it is hoped to provide an enhanced gaming experience whereby sound synthesis and audio processing is conducted in real-time according to the player's affect responses and emotional state. Results indicate that coarse manipulation of audio parameters has the potential to influence the intensity of the player?s fear response whilst playing a survival horror game. Evidence is also presented that supports the integration of event logging and realtime participant vocal response into an experimental design to gather unbiased, quantitative data that can be associated with qualitative emotional response.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard |
PHP execution time: 0.03186 s
SQL execution time: 0.02031 s
TPL rendering time: 0.00143 s
Total elapsed time: 0.05360 s
Peak memory usage: 2.8548 MB
Memory at close: 2.4734 MB
Database queries: 74