Analyzing the Use of Sounds in FPS games and its Impact for Hearing Impaired Users Denise N. Nogueira Flávio R. S. Coutinho Wellington A. S. Junior Raquel

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  • Analyzing the Use of Sounds in FPS games and its Impact for Hearing Impaired Users Denise N. Nogueira Flvio R. S. Coutinho Wellington A. S. Junior Raquel O. Prates Luiz Chaimowicz XI Simpsio Brasileiro de Jogos e Entretenimento Digital - SBGames 2012
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  • Motivation There are many barriers in games for people with hearing disabilities; FPS games are disliked by the Brazilian deaf community; Still not many works in this field; An extension of previous work [Coutinho et al. SBGames11].
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  • Goals To present how the sound strategies of communication were used; To present the impact of the visual redundancies on the studied games, when the sound is not perceived.
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  • Methodology Semiotic Inspection Method Guides Information conveyed by sound Redundancies Goal and relevance of information Classes and Strategies [Coutinho et al. SBGames11]
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  • Inspected FPS Games Half Life 2 Modern Warfare 2 XIII
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  • Classes The sound volume can be used to hint the player how far his character in the game is from the source of the sound emission. Sound Volume Simulates the direction between the game character and sound source. Sound Distribution It is the characteristic of the sound that allows the player to distinguish between two sound notes in the same frequency but produced by different sound sources. Timbre It represents the time at which a sound is emitted by a source. Timing Is the content found in the dialogues of the game, being the players character one of the interlocutors or not. Speech It is the speed at which the same sound is played by the same source. Tempo Played during the game can be used to inform the player what is the context or a context change in the environment where he is. Music Represents a change in the sound frequency due to a sound source that moves quickly from one direction to another in relation to the game character. Perceived Frequency
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  • Strategies Enabling sound localizationCharacterization of game elementsInteraction feedbackCommunicating threatUse of speech to transmit informationRaising emotions and sensationsInference of velocities of moving sound sources
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  • Strategies Enabling sound localizationCharacterization of game elementsInteraction feedbackCommunicating threatUse of speech to transmit informationRaising emotions and sensationsInference of velocities of moving sound sources
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  • Enabling Sound Localization Classes Sound Volume Sound Distribution Classes Sound Volume Sound Distribution Perceiving Frequency Classes Sound Volume Sound Distribution
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  • Redundancies Enabling sound localization
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  • Communicating threat Classes Sound Volume, Distribution Timbre Timing, Tempo Music Classes All of them Classes Sound Volume, Distribution Timbre Timing Music
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  • Redundancies Communicating threat
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  • Raising emotions and sensations Classes Music Classes Music Classes Music
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  • Redundancies Raising emotions and sensations
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  • Summary #ClassHL2MW2XIII 1Sound volume 2Sound distribution 3Timbre 4Timing 5Speech 6Tempo - 7Music 8Perceived frequency- - StrategyHL2MW2XIII Communication of threat1-4, 6, 71-81-81-4, 7
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  • Conclusion Contributions: Assists the design of new games; Useful for evaluations. Future work: To analyze more FPS games; To analyze other type of games, such as RTS (Real-Time Strategy) games, adventure games, and others.
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  • Thanks! Denise N. Nogueira ([email protected]) Laboratrio Multidisciplinar de Pesquisa em Jogos www.j.dcc.ufmg.br Ncleo de Pesquisa em Engenharia Semitica e Interao www.pensi.dcc.ufmg.br