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Applied Audio Interaction

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Acoustics and Vibrations".

Deadline for manuscript submissions: 28 February 2025 | Viewed by 3604

Special Issue Editors


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Guest Editor
Audiovisual Signal Processing Laboratory, Ionian University, Plateia Tsirigoti 7, GR-491 00 Corfu, Greece
Interests: analysis; processing and conversion of digital audio signals; intelligent digital audio effects and sound synthesis; creative intelligence; audio-only games; auditory interfaces and displays; augmented reality audio foundations and applications; sound events impact on human emotions
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Audiovisual Signal Processing Laboratory, Ionian University, Plateia Tsirigoti 7, GR-491 00 Corfu, Greece
Interests: augmented reality audio; audio games; instructional design, gamification; data sonification; electronic music synthesis; electronic music performance; cultural heritage/gaming tourism
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
Audiovisual Signal Processing Laboratory, Ionian University, Plateia Tsirigoti 7, GR-491 00 Corfu, Greece
Interests: augmented reality; audiovisual; virtual reality; audio signal processing
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

In a world dominated by visual modality, sound is often neglected. However, research strongly supports the affordances of utilizing the acoustic channel as the basic means to perceive, interpret, organise, and communicate information. Therefore, audio interaction is increasingly applied in many fields, such as entertainment, navigation, smart device, accessibility and healthcare.

This Special Issue aims to report on the recent results and developments of audio interactive applications, and thus provide valid paradigms and a thorough framework for the meaningful implementation of sound in a wide range of scopes, ranging from artistic expression to instructional design, from guided navigation to playful exploration, from environmental awareness to enhanced immersion.

By encompassing the complete spectrum of digital, mobile, augmented, mixed, and virtual reality technologies, we aim to highlight the versatility and complexity of the interaction modes facilitated by audio technology and provide insight into this rapidly growing field’s future directions of research and development.

Prof. Dr. Andreas Floros
Dr. Emmanouel Rovithis
Dr. Nikolaos Moustakas
Guest Editors

Manuscript Submission Information

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Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • audio games
  • augmented reality audio
  • game audio
  • data sonification
  • auditory perception
  • accessibility
  • visual impairment
  • immersion

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Published Papers (3 papers)

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Research

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19 pages, 2145 KiB  
Article
Speech Puzzles (Spuzzles): Engaging the Reduced, Causal, and Semantic Listening Modes for Puzzle Design in Audio Games
by Emmanouel Rovithis, Agnes Papadopoulou, Vasileios Komianos, Varvara Garneli and Andreas Floros
Appl. Sci. 2024, 14(9), 3858; https://doi.org/10.3390/app14093858 - 30 Apr 2024
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Abstract
This paper proposes a novel approach to audio game design by introducing the concept of speech puzzles (spuzzles) to describe the utilisation of recorded voice for the creation of audio puzzles in ways that challenge players’ different listening modes. In the fields of [...] Read more.
This paper proposes a novel approach to audio game design by introducing the concept of speech puzzles (spuzzles) to describe the utilisation of recorded voice for the creation of audio puzzles in ways that challenge players’ different listening modes. In the fields of audio games and audio-interactive applications, speech serves instructive, descriptive, narrative, and in some cases—in the form of hints or quizzes—gameplay purposes by addressing users through language. The suggested approach of spuzzles extends this potential by including, besides encoded meaning, the acoustic properties of sound, thus engaging the user’s causal and reduced listening modes in parallel with the semantic listening mode. An audio game consisting of four inherently different spuzzles was designed as proof of concept and tested by seven third-year students of Audiovisual Arts, who elaborated on their experience through a focus group semi-structured discussion. Despite their difficulty, the spuzzles were well accepted by most of the participants (5/7), whereas all participants agreed on their acoustic richness, need for concentration, and independence from pre-existing musical knowledge. Therefore, the authors suggest that the proposed design approach could serve as a paradigm for future research in the design of complex audio-based game mechanics. Full article
(This article belongs to the Special Issue Applied Audio Interaction)
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13 pages, 241 KiB  
Article
Exploring the Impact of Ambient and Character Sounds on Player Experience in Video Games
by Luise Haehn, Sabine J. Schlittmeier and Christian Böffel
Appl. Sci. 2024, 14(2), 583; https://doi.org/10.3390/app14020583 - 9 Jan 2024
Viewed by 1821
Abstract
Elaborate sound design, including background music, ambient sounds (sounds describing the game world), and character sounds (sounds generated by the character’s actions), plays a pivotal role in modern video games. However, the influence of these different types of sound on the player’s experience [...] Read more.
Elaborate sound design, including background music, ambient sounds (sounds describing the game world), and character sounds (sounds generated by the character’s actions), plays a pivotal role in modern video games. However, the influence of these different types of sound on the player’s experience has not been extensively researched. This study examines the influence of these sound types on immersion, avatar identification, fun, and perceived competence. In two experiments, participants played League of Legends under four different sound conditions. The first experiment (N1 = 32) revealed a non-significant trend in the effect of character sounds on avatar identification. Ambient sounds, however, were limited because the task restricted participants’ movement across the game map. Consequently, we adapted the task to allow for a wider variety of ambient sounds in the second experiment (N2 = 32). Here, a significant impact of character sounds on immersion, avatar identification, and fun was observed, as well as an interaction effect of character sounds and ambient sounds on fun. Furthermore, we observed a trend, though not statistically significant, suggesting that ambient sounds may influence the player’s sense of flow. These findings underline the distinct effects of different sound types, and we discuss implications for the design of sound in video games. Full article
(This article belongs to the Special Issue Applied Audio Interaction)

Review

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19 pages, 1140 KiB  
Review
A Review of Recent Literature on Audio-Based Pseudo-Haptics
by Sandy Abdo, Bill Kapralos, KC Collins and Adam Dubrowski
Appl. Sci. 2024, 14(14), 6020; https://doi.org/10.3390/app14146020 - 10 Jul 2024
Viewed by 588
Abstract
Immersive virtual learning environments (iVLEs), particularly serious games and virtual simulations, typically ignore psychomotor skills development, partly due to the difficulty and cost associated with accurately replicating touch. Simulating touch, also known as haptics, requires specialized haptic devices that are not widely accessible [...] Read more.
Immersive virtual learning environments (iVLEs), particularly serious games and virtual simulations, typically ignore psychomotor skills development, partly due to the difficulty and cost associated with accurately replicating touch. Simulating touch, also known as haptics, requires specialized haptic devices that are not widely accessible at the consumer-level. Using visual (and/or auditory) cues, pseudo-haptics aims to mimic touch sensations without haptic devices. Although pseudo-haptics has predominantly focused on visual cues, a 2019 review by Collins and Kapralos on pseudo-haptics emphasized the role of auditory cues and cross-modal interactions. Since then, great advancements, notably during the COVID-19 pandemic’s shift to remote learning, have been made. Here, we build upon the work of Collins and Kapralos with a narrative review on audio-based pseudo-haptics. This narrative review explores 17 articles obtained from the Google Scholar, RefSeek, Scopus, and PubMed databases, with the aim of providing a comprehensive summary of the progress in this field since 2019. Pseudo-haptics presents a viable alternative to simulate various aspects of touch, including weight, stiffness, roughness, dampness, force, and glossiness, when haptic devices are unavailable, enhancing immersion and providing the potential to improve psychomotor skill training within iVLEs. Full article
(This article belongs to the Special Issue Applied Audio Interaction)
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