A comparison of player performance in a gamified localisation task between spatial loudspeaker systems

Research output: Contribution to conferencePaper

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A comparison of player performance in a gamified localisation task between spatial loudspeaker systems. / Rees-Jones, Joseph David; Murphy, Damian Thomas.

2017. 329-336 Paper presented at 20th Int. Conf. on Digital Audio Effects (DAFx17), Edinburgh, United Kingdom.

Research output: Contribution to conferencePaper

Harvard

Rees-Jones, JD & Murphy, DT 2017, 'A comparison of player performance in a gamified localisation task between spatial loudspeaker systems' Paper presented at 20th Int. Conf. on Digital Audio Effects (DAFx17), Edinburgh, United Kingdom, 5/09/17 - 9/09/17, pp. 329-336.

APA

Rees-Jones, J. D., & Murphy, D. T. (2017). A comparison of player performance in a gamified localisation task between spatial loudspeaker systems. 329-336. Paper presented at 20th Int. Conf. on Digital Audio Effects (DAFx17), Edinburgh, United Kingdom.

Vancouver

Rees-Jones JD, Murphy DT. A comparison of player performance in a gamified localisation task between spatial loudspeaker systems. 2017. Paper presented at 20th Int. Conf. on Digital Audio Effects (DAFx17), Edinburgh, United Kingdom.

Author

Rees-Jones, Joseph David ; Murphy, Damian Thomas. / A comparison of player performance in a gamified localisation task between spatial loudspeaker systems. Paper presented at 20th Int. Conf. on Digital Audio Effects (DAFx17), Edinburgh, United Kingdom.8 p.

Bibtex - Download

@conference{014fc3d818534d3ebbab896b0dbd6841,
title = "A comparison of player performance in a gamified localisation task between spatial loudspeaker systems",
abstract = "This paper presents an experiment comparing player performancein a gamified localisation task between three loudspeaker configurations:stereo, 7.1 surround-sound and an equidistantly spacedoctagonal array. The test was designed as a step towards determiningwhether spatialised game audio can improve player performancein a video game, thus influencing their overall experience.The game required players to find as many sound sources as possible,by using only sonic cues, in a 3D virtual game environment.Results suggest that the task was significantly easier when listeningover a 7.1 surround-sound system, based on feedback from 24participants. 7.1 was also the most preferred of the three listeningconditions. The result was not entirely expected in that the octagonalarray did not outperform 7.1. It is thought that, for the givenstimuli, this may be a repercussion due to the octagonal array sacrificingan optimal front stereo pair, for more consistent imagingall around the listening space.",
keywords = "game audio, spatial sound, Audio Engineering",
author = "Rees-Jones, {Joseph David} and Murphy, {Damian Thomas}",
year = "2017",
month = "9",
day = "7",
language = "English",
pages = "329--336",
note = "20th Int. Conf. on Digital Audio Effects (DAFx17) ; Conference date: 05-09-2017 Through 09-09-2017",
url = "http://www.dafx17.eca.ed.ac.uk/",

}

RIS (suitable for import to EndNote) - Download

TY - CONF

T1 - A comparison of player performance in a gamified localisation task between spatial loudspeaker systems

AU - Rees-Jones, Joseph David

AU - Murphy, Damian Thomas

PY - 2017/9/7

Y1 - 2017/9/7

N2 - This paper presents an experiment comparing player performancein a gamified localisation task between three loudspeaker configurations:stereo, 7.1 surround-sound and an equidistantly spacedoctagonal array. The test was designed as a step towards determiningwhether spatialised game audio can improve player performancein a video game, thus influencing their overall experience.The game required players to find as many sound sources as possible,by using only sonic cues, in a 3D virtual game environment.Results suggest that the task was significantly easier when listeningover a 7.1 surround-sound system, based on feedback from 24participants. 7.1 was also the most preferred of the three listeningconditions. The result was not entirely expected in that the octagonalarray did not outperform 7.1. It is thought that, for the givenstimuli, this may be a repercussion due to the octagonal array sacrificingan optimal front stereo pair, for more consistent imagingall around the listening space.

AB - This paper presents an experiment comparing player performancein a gamified localisation task between three loudspeaker configurations:stereo, 7.1 surround-sound and an equidistantly spacedoctagonal array. The test was designed as a step towards determiningwhether spatialised game audio can improve player performancein a video game, thus influencing their overall experience.The game required players to find as many sound sources as possible,by using only sonic cues, in a 3D virtual game environment.Results suggest that the task was significantly easier when listeningover a 7.1 surround-sound system, based on feedback from 24participants. 7.1 was also the most preferred of the three listeningconditions. The result was not entirely expected in that the octagonalarray did not outperform 7.1. It is thought that, for the givenstimuli, this may be a repercussion due to the octagonal array sacrificingan optimal front stereo pair, for more consistent imagingall around the listening space.

KW - game audio

KW - spatial sound

KW - Audio Engineering

M3 - Paper

SP - 329

EP - 336

ER -