Academic literature on the topic 'Game Audio design'
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Journal articles on the topic "Game Audio design"
Grimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.
Full textParker, J. R., and John Heerema. "Audio Interaction in Computer Mediated Games." International Journal of Computer Games Technology 2008 (2008): 1–8. http://dx.doi.org/10.1155/2008/178923.
Full textBöttcher, Niels, Héctor P. Martínez, and Stefania Serafin. "Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception." International Journal of Computer Games Technology 2013 (2013): 1–16. http://dx.doi.org/10.1155/2013/371374.
Full textRovithis, Emmanouel, Nikolaos Moustakas, Andreas Floros, and Kostas Vogklis. "Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game." Multimodal Technologies and Interaction 3, no. 4 (2019): 73. http://dx.doi.org/10.3390/mti3040073.
Full textHartono, Meilani, Andri Guna Santoso, Crisantus Lebu Raya, Budi Yulianto, and Suwarno Suwarno. "Audio Visual Media Components in Educational Game for Elementary Students." ComTech: Computer, Mathematics and Engineering Applications 7, no. 4 (2016): 255. http://dx.doi.org/10.21512/comtech.v7i4.2515.
Full textWang, Ge. "Some Principles of Visual Design for Computer Music." Leonardo Music Journal 26 (December 2016): 14–19. http://dx.doi.org/10.1162/lmj_a_00960.
Full textBhide, Saylee, Elizabeth Goins, and Joe Geigel. "Experimental Analysis of Spatial Sound for Storytelling in Virtual Reality." Frameless 1, no. 1 (2019): 1–3. http://dx.doi.org/10.14448/frameless.01.007.
Full textWahyuni, Sari, M. Ridha Alhamdani, and Jawas Dwijo Putro. "GAME CENTER: WAHANA PERMAINAN BERBASIS TRADISIONAL DAN DIGITAL." JMARS: Jurnal Mosaik Arsitektur 9, no. 1 (2020): 1. http://dx.doi.org/10.26418/jmars.v9i1.43900.
Full textSCHÜTZE, STEPHAN. "The creation of an audio environment as part of a computer game world: the design for Jurassic Park – Operation Genesis on the XBOX™ as a broad concept for surround installation creation." Organised Sound 8, no. 2 (2003): 171–80. http://dx.doi.org/10.1017/s1355771803000074.
Full textMiyakawa, Haruna, Noko Kuratomo, Hisham E. Bilal Salih, and Keiichi Zempo. "Auditory Uta-Karuta: Development and Evaluation of an Accessible Card Game System Using Audible Cards for the Visually Impaired." Electronics 10, no. 6 (2021): 750. http://dx.doi.org/10.3390/electronics10060750.
Full textDissertations / Theses on the topic "Game Audio design"
Li, Zheng, and Hua Wang. "A Mobile Game for Encouraging Active Listening among Deaf and Hard of Hearing People : Comparing the usage between mobile and desktop game." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10500.
Full textWallin, Emil. "Evaluation of Physically Inspired Models in Video Game Melee Weapon SFX." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-78968.
Full textDams, Lacey. "The Battle of Orléans : The design process of an audio-tactile social game with older late-blind players." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96698.
Full textKristal-Ern, Alfred. "Can sound be used to effectively direct players' attention in a visual gameplay oriented task?" Thesis, Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63621.
Full textLiudkevich, Denis. "Návrh virtuálního síťového kolaborativního zvukového nástroje." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2020. http://www.nusl.cz/ntk/nusl-413250.
Full textSavvateev, Anton. "Which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?" Thesis, Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69003.
Full textNyberg, Oscar. "Does changing the frequency content of a reverb affect perceived emotion in a video-game?" Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74656.
Full textBergqvist, Emil. "Auditory displays : A study in effectiveness between binaural and stereo audio to support interface navigation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10072.
Full textBlake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.
Full textSorribes, Bernhard Pablo. "Lagerbaserade och förprocesserade ljud : En undersökning av hur två implementationsmetoder påverkar uppfattningen av distans av ljud i spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13813.
Full textBooks on the topic "Game Audio design"
Sinclair, Jean-Luc. Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432.
Full textJorgensen, Kristine. A comprehensive study of sound in computer games: How audio affects player action. Edwin Mellen Press, 2010.
Find full textA comprehensive study of sound in computer games: How audio affects player action. Edwin Mellen Press, 2009.
Find full textPrinciples of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.
Find full textSinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.
Find full textSinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.
Find full textSinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.
Find full textSinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.
Find full textBook chapters on the topic "Game Audio design"
Zgeb, Bronson. "Audio and Composition." In Procedural Generation in Game Design. A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-19.
Full textSinclair, Jean-Luc. "Coding for Game Audio." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-7.
Full textSinclair, Jean-Luc. "The Audio Engine and Spatial Audio." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-4.
Full textSinclair, Jean-Luc. "Procedural Audio." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-10.
Full textSinclair, Jean-Luc. "Implementing Audio." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-8.
Full textSinclair, Jean-Luc. "Audio Data Reduction." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-12.
Full textZdanowicz, Gina, and Spencer Bambrick. "The Basics of Nonlinear Sound Design." In The Game Audio Strategy Guide. Focal Press, 2019. http://dx.doi.org/10.4324/9781351016438-7.
Full textSinclair, Jean-Luc. "The Game Engine Paradigm." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-3.
Full textMendels, Philip, and Joep Frens. "The Audio Adventurer: Design of a Portable Audio Adventure Game." In Fun and Games. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-88322-7_5.
Full textSinclair, Jean-Luc. "Practical Sound Design." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-6.
Full textConference papers on the topic "Game Audio design"
Östblad, Per Anders, Henrik Engström, Jenny Brusk, Per Backlund, and Ulf Wilhelmsson. "Inclusive game design." In the 9th Audio Mostly. ACM Press, 2014. http://dx.doi.org/10.1145/2636879.2636909.
Full textRovithis, Emmanouel, Andreas Mniestris, and Andreas Floros. "Educational audio game design." In the 9th Audio Mostly. ACM Press, 2014. http://dx.doi.org/10.1145/2636879.2636902.
Full textTong, Tiffany, Daniel Zingaro, and Steve Engels. "Design guidelines for audio-based game features." In CHI PLAY '14: The annual symposium on Computer-Human Interaction in Play. ACM, 2014. http://dx.doi.org/10.1145/2658537.2661307.
Full textDubey, Venketesh N., and Soumya K. Manna. "Design of a Game-Based Rehabilitation System Using Kinect Sensor." In 2019 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/dmd2019-3237.
Full textJäger, Adrian, and Aristotelis Hadjakos. "Navigation in an Audio-only First Person Adventure Game." In The 23rd International Conference on Auditory Display. The International Community for Auditory Display, 2017. http://dx.doi.org/10.21785/icad2017.033.
Full textBiggs, Brandon, Peter Coppin, and James Coughlan. "Design and Evaluation of an Audio Game-inspired Auditory Map Interface." In ICAD 2019: The 25th International Conference on Auditory Display. Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.051.
Full textPark, Wanjoo, Laehyun Kim, Hyunchul Cho, and Sehyung Park. "Design of haptic interface for brickout game." In 2009 IEEE International Workshop on Haptic Audio visual Environments and Games (HAVE 2009). IEEE, 2009. http://dx.doi.org/10.1109/have.2009.5356137.
Full textCollins, Karen, and Bill Kapralos. "Beyond the Screen What we can Learn about Game Design from Audio-Based Games." In Annual International Conference on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2012. http://dx.doi.org/10.5176/2251-1679_cgat06.
Full textMenelas, Bob-Antoine J., and Martin J. D. Otis. "Design of a serious game for learning vibrotactile messages." In 2012 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2012). IEEE, 2012. http://dx.doi.org/10.1109/have.2012.6374446.
Full textUrbanek, Michael, Peter Fikar, and Florian Guldenpfennig. "About the sound of bananas — Anti rules for audio game design." In 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2018. http://dx.doi.org/10.1109/segah.2018.8401361.
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