Factors influencing quality of experience

U Reiter, K Brunnström, K De Moor, MC Larabi… - Quality of experience …, 2014 - Springer
In this chapter different factors that may influence Quality of Experience (QoE) in the context
of media consumption, networked services, and other electronic communication services …

Reconstructing atmospheres: Ambient sound in film and media production

B Chattopadhyay - Communication and the Public, 2017 - journals.sagepub.com
In film and media production, ambient sound is a standard term that denotes the site-specific
background sound component providing locational atmospheres and spatial information of …

Player-game interaction through affective sound

LE Nacke, M Grimshaw - Game sound technology and player …, 2011 - igi-global.com
This chapter treats computer game playing as an affective activity, largely guided by the
audio-visual aesthetics of game content (of which, here, we concentrate on the role of …

Behaviour, Structure and Causality in Procedural Audio1

A Farnell - Game sound technology and player interaction …, 2011 - igi-global.com
This chapter expands some key concepts and problems in the emerging field of procedural
audio. In addition to historical, philosophical, commercial, and technological themes, it …

Uncanny speech

A Tinwell, M Grimshaw, A Williams - Game sound technology and …, 2011 - igi-global.com
With increasing sophistication of realism for human-like characters within computer games,
this chapter investigates player perception of audio-visual speech for virtual characters in …

Clothing Sounds in Games: Generation Procedure and Impact on Player Experience

A Krekhov, K Emmerich, L Demay… - Proceedings of the 13th …, 2024 - dl.acm.org
Plausible soundscapes positively contribute to the overall player experience. They consist of
several little details, such as footsteps or the breathing sounds of the avatar. Our work …

Binaural and ambisonic sound as the future standard of digital games

T Farkaš - Acta Ludologica, 2018 - ceeol.com
The author of this study suggests an idea that the auditive element of digital games is soon
going to be one of the most important factors influencing their overall success, popularity …

Do near-field cues enhance the plausibility of non-individual binaural rendering in a dynamic multimodal virtual acoustic scene?

JM Arend, M Ramírez, HR Liesefeld… - Acta …, 2021 - acta-acustica.edpsciences.org
It is commonly believed that near-field head-related transfer functions (HRTFs) provide
perceptual benefits over far-field HRTFs that enhance the plausibility of binaural rendering …

[KİTAP][B] Game scoring: Towards a broader theory

M Enns - 2015 - search.proquest.com
Abstract “Game scoring,” that is, the act of composing music for and through gaming, is
distinct from other types of scoring. To begin with, unlike other scoring activities, game …

[ALINTI][C] Assessing the plausibility of virtual acoustic environments

A Lindau, S Weinzierl - Acta Acustica united with …, 2012 - European Acoustics Association