Archive for immersion

VR audio techniques

creature sound placement

Great talk on VR Audio!

3D audio is critical for creating a believable virtual world, and sound design for VR is very different from traditional games or movies. This talk will cover VR audio techniques including building immersive ambiences, attenuation curves, mixing and player focus. You’ll hear some of the sound design tricks used in the Oculus demos, and learn more about how to work with the Audio SDK to create authentic and compelling experiences.

[via Mark, thanks!]

Game Sound & Immersion – Annotations

Gijs Driesenaar sent me his annotations of Captivating Sound: the Role of Audio for Immersion in Games. If you’re a little short on time but would like to know what’s in the thesis, you can consider this the essence of the book. The numbers refer to page numbers. [Download as PDF]

6. This thesis explores the relation between game audio and (computer) game immersion. Audio is studied using the IEZA‐model (Interface, Effect, Zone, Affect) and the SCI‐model(Sensory- Challenge-based- and Imaginative Immersion), and several design issues are described. This yields a conceptual framework that describes various audio design issues that can be used to reflect upon conceptual decisions relevant for the design of audio in relation to immersion.

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IllumiRoom

Speaking of immersion, meet the IllumiRoom by Microsoft! This demo video is not about sound, but it is a great way of blending the boundaries between the game environment and the user environment.
Here’s the PDF research paper.

[via Rami]

PhD Thesis Captivating Sound: the Role of Audio for Immersion in Games

PhD award

PhD award

The word is out: I hereby present you my PhD thesis! After the final writeup in 2009, it took some time to get my viva arranged in August 2010. Sorry to keep you waiting…but now, it can be downloaded via this blog.

This thesis addresses the role of audio for immersion. Yep, the I-word…almost just as Impossible as it is Irresistible to designers. Yet, I’ve tried to come up with some useful theory for those who want to know more about the design of sound, music and speech in games and the conceptual decisions that are involved.

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