Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game
Abstract
:1. Introduction
2. Towards Augmented Reality Audio Games
2.1. The Evolution and Characteristics of Audio Games
2.2. Approaches to Audio Augmentation
3. Audio Legends’ Implementation
- In the 16th Century, he ended famine by guiding Italian ships carrying wheat out of a storm to the starving Corfiots.
- Twice in the 17th Century, he fought the plague off the island by chasing and beating with a cross the (described as) half-old woman and half-beast disease.
- In the 18th Century, he defended the island against the naval siege of the Turks by destroying most of their fleet with a storm.
- “The Famine”, in which players have to locate a virtual Italian sailor and then guide him to the finish point.
- “The Plague”, in which players have to track down and then defeat in combat a virtual monster.
- “The Siege”, in which players have to find the bombardment and shield themselves from incoming virtual cannonballs.
3.1. Mechanics’ Design
3.2. Technical Implementation
3.3. Sound Design
4. The Evaluation Process of Audio Legends
4.1. Assessment Methodology
- Game Mode Specific Questionnaire (GMSQ)
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- Technical aspect (seven statements)
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- It was difficult to complete the game
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- Audio action and interaction through the device were successfully synced
- *
- It was difficult to locate the sound during the first phase of the game
- *
- It was difficult to interact with the sound during the second phase of the game
- *
- The sounds of the game didn’t have a clear position in space
- *
- The sounds of the game didn’t have a clear movement in space
- *
- The real and digital sound components were mixed with fidelity
- -
- Immersion aspect (five statements)
- *
- I liked the game
- *
- The sounds of the game helped me concentrate on the gaming process
- *
- The sounds of the game had no emotional impact on me
- *
- The game kept my interest till the end
- *
- I found the sound design of the game satisfying
- Overall Experience Questionnaire (OEQ)
- -
- Technical aspect (two statements)
- *
- The prolonged use of headphones was tiring/annoying
- *
- The prolonged use of the tablet was tiring/annoying
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- Immersion aspect (four statements)
- *
- I found the game experience (1 very weak–5 very strong)
- *
- During the game I felt that my acoustic ability was enhanced
- *
- Participating in the game process enhanced my understanding of information related to the cultural heritage of Corfu
- *
- I would play again an Augmented Reality Audio Game
4.2. Conducting the Experiment
4.3. Analyzing the Results
4.4. Discussion
5. Conclusions and Future Directions
Author Contributions
Funding
Conflicts of Interest
Abbreviations
ARAG | Augmented Reality Audio Games |
AG | Audio Game |
AR | Augmented Reality |
ARA | Augmented Reality Audio |
GM | Game Modes |
IP | Interaction Phases |
RQ | Research Questions |
GMSQ | Game Mode Specific Questionnaire |
OEQ | Overall Experience Questionnaire |
ANOVA | Analysis Of Variance |
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Rovithis, E.; Moustakas, N.; Floros, A.; Vogklis, K. Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game. Multimodal Technol. Interact. 2019, 3, 73. https://doi.org/10.3390/mti3040073
Rovithis E, Moustakas N, Floros A, Vogklis K. Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game. Multimodal Technologies and Interaction. 2019; 3(4):73. https://doi.org/10.3390/mti3040073
Chicago/Turabian StyleRovithis, Emmanouel, Nikolaos Moustakas, Andreas Floros, and Kostas Vogklis. 2019. "Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game" Multimodal Technologies and Interaction 3, no. 4: 73. https://doi.org/10.3390/mti3040073
APA StyleRovithis, E., Moustakas, N., Floros, A., & Vogklis, K. (2019). Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game. Multimodal Technologies and Interaction, 3(4), 73. https://doi.org/10.3390/mti3040073