dc.contributor.author | Conway, Fionnuala | |
dc.contributor.author | Haahr, Mads | |
dc.contributor.author | Paterson, Natasa | |
dc.contributor.author | Naliuka, Katsiaryna | |
dc.contributor.author | Kristian Jensen, Soren | |
dc.contributor.author | Carrigy, Tara | |
dc.date.accessioned | 2020-05-18T15:52:20Z | |
dc.date.available | 2020-05-18T15:52:20Z | |
dc.date.created | 15-17 September 2010 | en |
dc.date.issued | 2010 | |
dc.date.submitted | 2010 | en |
dc.identifier.citation | Paterson, N., Naliuka, K., Kristian Jensen, S., Carrigy, T., Haahr, M. & Conway, F., Design, Implementation and Evaluation of Audio for a Location Based Augmented Reality Game, Proceedings of ACM Fun and Games 2010, Leuven, Belgium, 15-17 September 2010, ACM, 2010, 149 - 156 | en |
dc.identifier.other | Y | |
dc.description.abstract | In this paper, the development and implementation of a rich sound design, reminiscent of console gaming for a location aware game, Viking Ghost Hunt (VGH) is presented. The role of audio was assessed with particular attention to the effect on immersion and emotional engagement. Because immersion also involves the interaction and the creation of presence (the feeling of being in a particular place) these aspects of the sound design were also investigated. Evaluation of the game was undertaken over a three-day period with the participation of 19 subjects. The results gained imply that audio plays an important role in immersing a player within the game space and in emotionally engaging with the virtual world. However, challenges in regards to GPS inaccuracy and unpredictability remain, as well as device processor constraints, in order to create an accurate audio sound field and for the real-time rendering of audio files. | en |
dc.format.extent | 149 | en |
dc.format.extent | 156 | en |
dc.language.iso | en | en |
dc.publisher | ACM | en |
dc.rights | Y | en |
dc.subject | Sound design | en |
dc.subject | Augmented reality | en |
dc.subject | Game design | en |
dc.title | Design, Implementation and Evaluation of Audio for a Location Based Augmented Reality Game | en |
dc.title.alternative | Proceedings of ACM Fun and Games 2010 | en |
dc.type | Conference Paper | en |
dc.type.supercollection | scholarly_publications | en |
dc.type.supercollection | refereed_publications | en |
dc.identifier.peoplefinderurl | http://people.tcd.ie/haahrm | |
dc.identifier.peoplefinderurl | http://people.tcd.ie/conwayfi | |
dc.identifier.rssinternalid | 66724 | |
dc.identifier.doi | http://dx.doi.org/10.1145/1823818.1823835 | |
dc.rights.ecaccessrights | openAccess | |
dc.subject.TCDTheme | Creative Arts Practice | en |
dc.subject.TCDTheme | Smart & Sustainable Planet | en |
dc.identifier.orcid_id | 0000-0002-9273-6458 | |
dc.identifier.uri | https://dl.acm.org/doi/10.1145/1823818.1823835 | |
dc.identifier.uri | http://hdl.handle.net/2262/92569 | |