{"title":"具有真实行走的3D音频游戏的混合声音模型","authors":"Iana Podkosova, M. Urbanek, H. Kaufmann","doi":"10.1145/2915926.2915948","DOIUrl":null,"url":null,"abstract":"Spatialized audio is the only output that players receive in audio games. In order to provide a realistic view of the environment, it has to be of superior quality in terms of immersion and realism. Complex sound models can be used to generate realistic sound effects, including reflections and reverb. An implementation of a hybrid sound model based on the ODEON approach is introduced and adapted for real-time sound calculations. This model is evaluated and compared to a baseline model usually used in audio games in a user study in a virtual reality environment. The results show that the implemented hybrid model allows players to adjust to the game faster and provides them more support in avoiding virtual obstacles in simple room geometries than the baseline model.","PeriodicalId":409915,"journal":{"name":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","volume":"44 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":"{\"title\":\"A Hybrid Sound Model for 3D Audio Games with Real Walking\",\"authors\":\"Iana Podkosova, M. Urbanek, H. Kaufmann\",\"doi\":\"10.1145/2915926.2915948\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Spatialized audio is the only output that players receive in audio games. In order to provide a realistic view of the environment, it has to be of superior quality in terms of immersion and realism. Complex sound models can be used to generate realistic sound effects, including reflections and reverb. An implementation of a hybrid sound model based on the ODEON approach is introduced and adapted for real-time sound calculations. This model is evaluated and compared to a baseline model usually used in audio games in a user study in a virtual reality environment. The results show that the implemented hybrid model allows players to adjust to the game faster and provides them more support in avoiding virtual obstacles in simple room geometries than the baseline model.\",\"PeriodicalId\":409915,\"journal\":{\"name\":\"Proceedings of the 29th International Conference on Computer Animation and Social Agents\",\"volume\":\"44 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-05-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"10\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 29th International Conference on Computer Animation and Social Agents\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2915926.2915948\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 29th International Conference on Computer Animation and Social Agents","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2915926.2915948","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Hybrid Sound Model for 3D Audio Games with Real Walking
Spatialized audio is the only output that players receive in audio games. In order to provide a realistic view of the environment, it has to be of superior quality in terms of immersion and realism. Complex sound models can be used to generate realistic sound effects, including reflections and reverb. An implementation of a hybrid sound model based on the ODEON approach is introduced and adapted for real-time sound calculations. This model is evaluated and compared to a baseline model usually used in audio games in a user study in a virtual reality environment. The results show that the implemented hybrid model allows players to adjust to the game faster and provides them more support in avoiding virtual obstacles in simple room geometries than the baseline model.