Spatial sound for computer games and virtual reality

Show simple item record

dc.contributor.author Murphy, David
dc.contributor.author Neff, Flaithrí
dc.contributor.editor Grimshaw, Mark
dc.date.accessioned 2011-02-28T11:47:15Z
dc.date.available 2011-02-28T11:47:15Z
dc.date.copyright 2010
dc.date.issued 2011
dc.identifier.citation Murphy, D., Neff, F., 2011. Spatial Sound for Computer Games and Virtual Reality. In: M. Grimshaw, ed. 2011. Game Sound Technology and Player Interaction: Concepts and Developments. Hershey PA : Information Science Reference. pp.287-312. en
dc.identifier.startpage 287 en
dc.identifier.endpage 312 en
dc.identifier.isbn 9781616928285
dc.identifier.isbn 9781616928308
dc.identifier.uri http://hdl.handle.net/10468/229
dc.identifier.doi 10.4018/978-1-61692-828-5.ch014
dc.description.abstract In this chapter, we discuss spatial sound within the context of Virtual Reality and other synthetic environments such as computer games. We review current audio technologies, sound constraints within immersive multi-modal spaces, and future trends. The review process takes into consideration the wide-varying levels of audio sophistication in the gaming and VR industries, ranging from standard stereo output to Head Related Transfer Function implementation. The level of sophistication is determined mostly by hardware/system constraints (such as mobile devices or network limitations), however audio practitioners are developing novel and diverse methods to overcome many of these challenges. No matter what approach is employed, the primary objectives are very similar—the enhancement of the virtual scene and the enrichment of the user experience. We discuss how successful various audio technologies are in achieving these objectives, how they fall short, and how they are aligned to overcome these shortfalls in future implementations. en
dc.format.mimetype application/pdf en
dc.language.iso en en
dc.publisher Information Science Reference en
dc.relation.ispartof Grimshaw, M. ed., 2011. Game Sound Technology and Player Interaction: Concepts and Developments. Hershey PA : Information Science Reference.
dc.rights This chapter appears in Game Sound Technology and Player Interaction: Concepts and Developments edited by Mark Grimshaw. Copyright 2010, IGI Global, www.igi-global.com. Posted by permission of the publisher. en
dc.subject Spatial sound en
dc.subject.lcsh Computer games -- Design en
dc.subject.lcsh Virtual reality en
dc.subject.lcsh Sound -- Physiological effect en
dc.subject.lcsh Human-computer interaction en
dc.title Spatial sound for computer games and virtual reality en
dc.type Book chapter en
dc.internal.authorurl http://publish.ucc.ie/researchprofiles/D005/dmurphy en
dc.internal.authorcontactother David Murphy, Computer Science, University College Cork, Cork, Ireland. +353 21 490 3000. Email: d.murphy@cs.ucc.ie en
dc.internal.availability Full text available en
dc.description.version Published Version en
dc.internal.rssid 60982157
dc.description.status Peer reviewed en
dc.internal.IRISemailaddress d.murphy@cs.ucc.ie en


Files in this item

This item appears in the following Collection(s)

Show simple item record

This website uses cookies. By using this website, you consent to the use of cookies in accordance with the UCC Privacy and Cookies Statement. For more information about cookies and how you can disable them, visit our Privacy and Cookies statement