analyzing the use of sounds in fps games and its impact for hearing impaired users
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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. - PowerPoint PPT PresentationTRANSCRIPT
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
XI Simpósio Brasileiro de Jogos e Entretenimento Digital - SBGames 2012
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• I
nformation 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 Warfar
e 2
XIII
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 player’s 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
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
RedundanciesEnabling sound
localization
Communicating threat
Classes• Sound Volume, Distribution• Timbre• Timing, Tempo• Music
Classes• All of them
Classes• Sound Volume, Distribution• Timbre• Timing• Music
RedundanciesCommunicati
ng threat
Raising emotions and sensations
Classes• Music
Classes• Music
Classes• Music
RedundanciesRaising
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 HL2 MW2 XIII
Communication of threat
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 Jogoswww.j.dcc.ufmg.br
Núcleo de Pesquisa em Engenharia Semiótica e Interação
www.pensi.dcc.ufmg.br