Analyzing the Use of Sounds in FPS games and its Impact for Hearing Impaired Users Denise N....
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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
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
Slide 2
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].
Slide 3
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.
Slide 4
Methodology Semiotic Inspection Method Guides Information
conveyed by sound Redundancies Goal and relevance of information
Classes and Strategies [Coutinho et al. SBGames11]
Slide 5
Inspected FPS Games Half Life 2 Modern Warfare 2 XIII
Slide 6
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
Slide 7
Strategies Enabling sound localizationCharacterization of game
elementsInteraction feedbackCommunicating threatUse of speech to
transmit informationRaising emotions and sensationsInference of
velocities of moving sound sources
Slide 8
Strategies Enabling sound localizationCharacterization of game
elementsInteraction feedbackCommunicating threatUse of speech to
transmit informationRaising emotions and sensationsInference of
velocities of moving sound sources
Slide 9
Enabling Sound Localization Classes Sound Volume Sound
Distribution Classes Sound Volume Sound Distribution Perceiving
Frequency Classes Sound Volume Sound Distribution
Slide 10
Redundancies Enabling sound localization
Slide 11
Communicating threat Classes Sound Volume, Distribution Timbre
Timing, Tempo Music Classes All of them Classes Sound Volume,
Distribution Timbre Timing Music
Slide 12
Redundancies Communicating threat
Slide 13
Raising emotions and sensations Classes Music Classes Music
Classes Music
Slide 14
Redundancies Raising emotions and sensations
Slide 15
Summary #ClassHL2MW2XIII 1Sound volume 2Sound distribution
3Timbre 4Timing 5Speech 6Tempo - 7Music 8Perceived frequency- -
StrategyHL2MW2XIII Communication of threat1-4, 6, 71-81-81-4,
7
Slide 16
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.
Slide 17
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