The Audio Mostly Conference has since its start in 2006 become a venue for researchers, technicians and artists exploring audio in interactive and other computer-based environments. The conference themes varied over the years, from the first focus on "Sound in Games" over to "Interaction with Sound", "Sound and Motion", "Sound and Emotion", "Sound and Design", to this year's (2011) theme "Sound and Context".
Through its editions, the Audio Mostly Conference series fostered the thoughtfulness for the unexploited potential of audio in computer-based environments and across many contexts. It aimed to help open up this area of thinking by bringing together game designers, audio experts, content creators, and technology and behavioural researchers. Through this forum, varied experts can discuss developments and new potentials for audio in many areas such as entertainment, health and fitness, education, industrial training, serious gaming, etc. This is also a venue to present sonic solutions to development and design challenges in low resolution scenarios or environments where screens are unavailable.
The theme for the sixth Audio Mostly Conference covers ways in which sound and music can be utilized as a way to create context, in physical and virtual environments, and especially as a way to enhance the experience in interactive applications. Sound is both an expression of an environment and a drive for change in that context. The perception of sound as a context carrier emphasizes the interest in exploring the interpretative value of sound and the way it can affect users in context. By realizing the contextualizing potential of sound, researchers and designers can enhance users' experiences and provide richer sense making contexts. Appreciating sound woven into contexts can also foster holistic approaches that benefit overall design coherence.
This paper presents work on finding acoustic parameters suitable to convey a sense of difference in geographic distance through the concepts of "near", "middle" and "far". The context for use is a mobile application for navigation services. A set of ...
Especially in the low-budget and amateur score music production workflow the triangular communication between editor, director and composer is constrained by limited resources, tight schedules and the lack of common domain knowledge. Often sound-a-like ...
In the context of an initiative to empower non-expert practitioners to perform sound design in games, assisted by a pattern language approach, it is helpful to hold an instrument that fosters the contact with the design patterns. With such purpose, we ...
Sound design for interactive products is rapidly evolving to become a relevant topic in industry. Scientific research from the domains of Auditory Display (AD) and Sonic Interaction Design (SID) can play a central role in this development, but in order ...
This paper proposes a framework that incorporates fear, acoustics, thought processing and digital game sound theory; with the potential to not only improve understanding of our relationship with fear, but also generate a foundation for reliable and ...
In this paper, I draw on an embodied cognition approach to describe how sound mediates our identification with and empathy for video game characters. This identification is discussed in terms of mirror neurons and body schema, drawing on theoretical and ...
The architecture of a sound card can, in simple terms, be described as an electronic board containing a digital bus interface hardware, and analog-to-digital (A/D) and digital-to-analog (D/A) converters; then, a soundcard driver software on a personal ...
Although the direct path between a sound source and a receiver is often occluded, sound may still reach the receiver as it diffracts ("bends") around the occluding obstacle/object. Diffraction is an elementary means of sound propagation yet, despite its ...
In this paper we describe methods to assist soundscape design, sound production and processing for interactive environments, like games and simulations. Using auditory filter banks and sound texture synthesis, we develop algorithms that can be ...
This paper is about exploring which perceptual qualities are relevant to people listening to textural sounds. Knowledge about those personal constructs shall eventually lead to more intuitive interfaces for browsing large sound libraries. By conducting ...
From a technical perspective the impression of inégalité in musical pulse mainly refers to aspects of timing, loudness, and duration. Musicians tend to model these performance parameters intuitively and listeners seem to perceive them, to a certain ...
The "album effect" is a known phenomenon in musical artist and genre recognition. Classification results are often better when songs from the same album are used in the training and evaluation data sets. Supposedly, this effect is caused by the ...
The development of audio-only computer games imposes a number of challenges for the sound designer, as well as for the human machine interface design approach. Modern sonification methods can be used for effective data and game-environment or conditions ...
In this work we present a data sonification framework based on parallel/concurrent sonic earcons' representations for monitoring in real-time information related to stock market. The information under consideration is conveyed through the well-known ...
Compared to graphics, sound is still an underused modality for conveying information and providing users with more than just general ambience or targeted sound effects. Collision notification is one case of direct aural feedback: The moment a user hits ...
We present the recent developments in the design of audio-visual feedback in iPalmas, the interactive Flamenco rhythm tutor. Based on evaluation of the original implementation, we have re-designed the interface to better support the user in learning and ...
The design of alarm sounds is a subtle yet important challenge. Our conceptions and stereotypes of what alarm sounds sound like are usually quite entrenched, which may be limiting the acceptance of new alarm sounds into the domain of traditional ones. ...
This paper describes a concept for providing acoustic feedback during on-water training to elite rowers and its implementation into the training process. The final aim was to improve the mean boat velocity by a reduction of intra-cyclic interruptions in ...