Increasing presence in first-person virtual environments through auditory interfaces: an analytical approach to adaptative sound and music
The popularisation of virtual reality devices has brought with it an increased need of telepresence and player immersion in video games. This goals are often pursued through more realistic computer graphics and sound; however, invasive graphical user interfaces are still present in industry standard...
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| Tipo de recurso: | tesis doctoral |
| Fecha de publicación: | 2020 |
| País: | España |
| Institución: | Universidad Complutense de Madrid (UCM) |
| Repositorio: | Docta Complutense |
| Idioma: | inglés |
| OAI Identifier: | oai:docta.ucm.es:20.500.14352/11167 |
| Acceso en línea: | https://hdl.handle.net/20.500.14352/11167 |
| Access Level: | acceso abierto |
| Palabra clave: | 004.946:681.84.083.5(043.2) 004.928:681.84.083.5(043.2) 004:78(043.2) Videojuegos realidad virtual sonido digital Video games Virtual reality Sound-Recording and repruducing-digital techniques Informática (Informática) 1203.17 Informática |
| Sumario: | The popularisation of virtual reality devices has brought with it an increased need of telepresence and player immersion in video games. This goals are often pursued through more realistic computer graphics and sound; however, invasive graphical user interfaces are still present in industry standard products for VR, even though previous research has advised against them in order to reach better results in immersion. Non-visual, multimodal communication channels are explored throughout this thesis as a means of reducing the amount of graphical elements needed in head-up displays while increasing telepresence. Thus, the main goals of this research are to find the optimal channels that allow for semantic communication without recurring to visual interfaces, while reducing the general number of extra-diegetic elements in a video game, and to develop a total of six software applications in order to validate the obtained knowledge in real-life scenarios. The central piece of software produced as a result of this process is called LitSens, and consists of an adaptive music generator which takes human emotions as inputs... |
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