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- research-articleSeptember 2010
Graph grammar representation for collaborative sample-based music creation
AM '10: Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with SoundArticle No.: 17, Pages 1–8https://doi.org/10.1145/1859799.1859816This paper proposes a music representation for collaborative music creation using shared repositories of audio samples. We explore the use of the graph grammar formalism to organize collective work on musical compositions stored as graphs of samples, ...
- research-articleSeptember 2010
The Musical Avatar: a visualization of musical preferences by means of audio content description
AM '10: Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with SoundArticle No.: 14, Pages 1–8https://doi.org/10.1145/1859799.1859813The music we like (i.e. our musical preferences) encodes and communicates key information about ourselves. Depicting such preferences in a condensed and easily understandable way is very appealing, especially considering the current trends in social ...
- research-articleSeptember 2010
A pattern language for sound design in games
AM '10: Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with SoundArticle No.: 12, Pages 1–8https://doi.org/10.1145/1859799.1859811Expertise in sound design for games is still a privilege of senior designers. The broad community of independent game developers remains mostly challenged by small budgets and lack of know-how, while trying to integrate sound in their games.
The ...
- research-articleSeptember 2010
iSpooks: an audio focused game design
AM '10: Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with SoundArticle No.: 11, Pages 1–8https://doi.org/10.1145/1859799.1859810This paper is an attempt to analyse and explain the 'design decision making' behind iSpooks, an audio based adventure game for the iPhone. The game utilizes audio as its principle mechanism for driving the gameplay. The design and production team ...
- research-articleSeptember 2010
A preliminary experiment to assess the fear value of preselected sound parameters in a survival horror game
AM '10: Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with SoundArticle No.: 10, Pages 1–9https://doi.org/10.1145/1859799.1859809This paper presents an experiment testing which sound parameters, in a survival horror game context, most warrant further investigation as a means to control the level of fear in such games. The experiment is part of a long-term study ultimately ...
- research-articleSeptember 2010
Performativity in design and evaluation of sounding interactive commodities
AM '10: Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with SoundArticle No.: 7, Pages 1–8https://doi.org/10.1145/1859799.1859806This paper discusses the relevance of performativity and the need for improvisational methods in sound design for interactive commodities. Both the impact on design methods and on the evaluation of experience prototypes are investigated. Several sound ...
- research-articleSeptember 2010
A toolkit for explorations in sonic interaction design
AM '10: Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with SoundArticle No.: 1, Pages 1–7https://doi.org/10.1145/1859799.1859800Physics-based sound synthesis represents a promising paradigm for the design of a veridical and effective continuous feedback in augmented everyday contexts. In this paper, we introduce the Sound Design Toolkit (SDT), a software package available as a ...