Analyzing the Use of Sounds in FPS games and its Impact for
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Transcript Analyzing the Use of Sounds in FPS games and its Impact for
XI Simpósio Brasileiro de Jogos e Entretenimento Digital - SBGames 2012
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 O. Prates
Luiz Chaimowicz
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. SBGames´11].
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.
Methodology
Semiotic Inspection Method
Guides¹
• Information conveyed by sound
• Redundancies
• Goal and relevance of information
Classes and Strategies
¹[Coutinho et al. SBGames´11]
Inspected FPS Games
Half
Life 2
Modern
Warfare
2
XIII
Classes
Sound Volume
• 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 Distribution
• Simulates the direction between the game character and sound
source.
Timbre
• 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.
Timing
• It represents the time at which a sound is emitted by a source.
Speech
• Is the content found in the dialogues of the game, being the player’s
character one of the interlocutors or not.
Tempo
• It is the speed at which the same sound is played by the same
source.
Music
• 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.
Perceived Frequency
• 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.
Strategies
Enabling sound localization
Characterization of game elements
Interaction feedback
Communicating threat
Use of speech to transmit information
Raising emotions and sensations
Inference of velocities of moving sound sources
Strategies
Enabling sound localization
Characterization of game elements
Interaction feedback
Communicating threat
Use of speech to transmit information
Raising emotions and sensations
Inference of velocities of moving sound sources
Enabling Sound Localization
Classes
• Sound Volume
• Sound Distribution
Classes
• Sound Volume
• Sound Distribution
• Perceiving Frequency
Classes
• Sound Volume
• Sound Distribution
Redundancies
Enabling sound
localization
Communicating threat
Classes
• Sound Volume, Distribution
• Timbre
• Timing, Tempo
• Music
Classes
• All of them
Classes
• Sound Volume, Distribution
• Timbre
• Timing
• Music
Redundancies
Communicating
threat
Raising emotions and sensations
Classes
• Music
Classes
• Music
Classes
• Music
Redundancies
Raising
emotions and
sensations
Summary
#
Class
HL2
MW2
XIII
1
Sound volume
2
Sound distribution
3
Timbre
4
Timing
5
Speech
6
Tempo
-
7
Music
8
Perceived frequency
-
-
Strategy
Communication of threat
HL2
MW2
XIII
1-4, 6, 7
1-8
1-4, 7
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.
Thanks!
Denise N. Nogueira
([email protected])
Laboratório Multidisciplinar de
Pesquisa em Jogos
www.j.dcc.ufmg.br
Núcleo de Pesquisa
em Engenharia Semiótica e Interação
www.pensi.dcc.ufmg.br