Establishment and Implementation of Guidelines for Narrative Audio-based Room-scale Virtual Reality using Practice-based Methods

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Room-scale Virtual Reality (VR) presents sound designers with new challenges to tell stories with audio in games with player-driven narratives. These challenges arise from the player moving in and interacting with the virtual environment. The paper performs a small scoping review of VR/non-VR games and associated literature to identify issues and solutions to the placement of speech-based audio using practice-based research methods. The review leads to the proposition of design guidelines and strategies for their implementation. The paper advocates that each instance of speech-based audio should be short, interactive, and complemented by non-speech audio. Furthermore, each instance’s spatial, interactive, visual, aural, and narrative representation should be considered in combination. The paper also suggests that 3D-binaural audio informed by physics can aid storytelling and make virtual environments player-responsive.
Original languageEnglish
Title of host publicationAES 2022 International Audio for Virtual and Augmented Reality Conference (August 2022)
PublisherAudio Engineering Society
Number of pages9
Publication statusPublished - 15 Aug 2022
EventAudio Engineering Society Conference: AES 2022 International Audio for Virtual and Augmented Reality Conference - DigiPen Institute of Technology, Redmond, United States
Duration: 15 Aug 202217 Aug 2022
https://aes2.org/contributions/avar-2022/

Conference

ConferenceAudio Engineering Society Conference: AES 2022 International Audio for Virtual and Augmented Reality Conference
Abbreviated titleAVAR 2022
Country/TerritoryUnited States
CityRedmond
Period15/08/2217/08/22
Internet address

Keywords

  • audio
  • VR

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