Towards principles of sound combination in audio games using machine learning

Audio is one of the most important element s in every game. In recent years, audio and exercise games have been gaining in popularity since the release of the Microsoft Kinect and Wii. Nevertheless, there is still little research done on this aspect of games especially in the field of sound combinat...

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Bibliographic Details
Main Author: Choa, Ralph Regan
Format: text
Language:English
Published: Animo Repository 2017
Subjects:
Online Access:https://animorepository.dlsu.edu.ph/etd_masteral/5792
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Institution: De La Salle University
Language: English
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Summary:Audio is one of the most important element s in every game. In recent years, audio and exercise games have been gaining in popularity since the release of the Microsoft Kinect and Wii. Nevertheless, there is still little research done on this aspect of games especially in the field of sound combination. This research paper used an audio exercise game and machine learning to be able to come up with sound combination principles based on two types of evaluation metric; performance and fun. The research used sounds belonging to the Zone and Affect category of the IEZA Framework. Also Sweetsers GameFlow model was used for the evaluation of the fun metric. The research discovered five principles of sound combination which can be used when designing audio games specifically the boxing game genre. Furthermore, the research also discovered a certain threshold in the number of sounds present before a decrease in performance and overall fun was observed. Lastly, the research was able to categorize the participants based on their playstyle in relation to Bartles player types..