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Dissertations / Theses on the topic 'Game Audio design'

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1

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.

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Context. Daily active listening is important for the deaf and hard of hearing people (DHH) of their hearing rehabilitation, but the related hearing activities are usually not enough for them due to kinds of reasons. Although some traditional desktop computer-assisted tools were created for encouraging active listening, the usage rate is not high. Nowadays, mobile smart devices become more and more widely used and easily accessible all around the world. Game applications on these devices are good tools for training related activities. However, in the market, there are limited games designed for
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2

Wallin, 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.

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This study explored the possible impact to a game’s responsiveness and to players’ preferences by using a physically inspired model (real-time pitch and amplitude modulation) as a means of efficiently achieving responsive variation for melee weapon sound effects in a game using the in-engine audio features. A play test was created were 24 participants (12 with audio engineering backgrounds, 12 without), all with prior gaming experience, played through a game level where they would audition a non-variational implementation of a sword’s sound effects and a variational implementation with the sam
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3

Dams, 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.

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This work focuses on the creation of asocial game for older late-blind players,using participatory design.Even though the board game industry isbooming, accessible versions are scarceand since a substantial part of games areprimarily based on visual stimuli they arerather hard or impossible to translate intoa tactile version.Therefore, this thesis wants to criticise thenorm of abled-bodieness in boardgamesand uses co-design to create a new kindof social game, which renounces the useof exclusive visual game mechanics andintroduces an audio-tactile approach.Spenuzzis structure for participatoryd
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Kristal-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.

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In this study, the understanding about multimodal perception from previous studies has been used to create a perceptually demanding visual search task inside a game. Also, a subtle multimodal cue was created to be in-directly informative about the visual search target’s location by attracting subjects’ attention. 20 subjects were divided equally among the experiments two conditions, one where the subjects had no access to the multimodal information and one where the subjects did have access to the multimodal information. The multimodal information conveyed to the subjects in this experiment wa
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Liudkevich, 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.

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The aim of this work was to create an online platform for multi-user sound creation with original sound synthesis tools. The educational context of the application was also taken into account by hiding the controls of the sound parameters behind the subconsciously known physical phenomena and the game form of the application. A substantial part of the logic and all graphics of the instruments is written in the JavaScript programming language and its library p5.js. It is located on the client side and communicates with the Node.js-based server via a web socket. The audio part is on another serv
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Savvateev, 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.

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Earcons are commonly used by sound designers in order to support visual cues in a game andto make a gaming experience more enjoyable. This study covers two earcons’ attributes: rhythm and timbre. Rhythm and timbre attributes were chosen according to the earcon sounddesign guidelines from the previous studies. An experiment in a form of a video game was conducted in order to research whether one of the conditions can increase a players’performance. A subject had to choose the correct key to the door in order to go to the next location. There were 3 different locations and there were totally 5 d
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7

Nyberg, 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.

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Emotion is a large part of the experience when playing video-games, and sound design can strongly influence the emotional response in players. This study is about the effect reverb, which is part of the sound design, can have on a players perceived emotion. An experiment was conducted, where twenty subjects got to play a video-game level which included two churches. These were identical both visually and audibly, except for the frequency content in the reverb in each church. Results show that the subjects perceived different emotions depending on what reverb they heard.
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8

Bergqvist, 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.

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This thesis analyses if the change of auditory feedback can improve the effectiveness of performance in the interaction with a non-visual system, or with a system used by individuals with visual impairment. Two prototypes were developed, one with binaural audio and the other with stereo audio. The interaction was evaluated in an experiment where 22 participants, divided into two groups, performed a number of interaction tasks. A post-interview were conducted together with the experiment. The result of the experiment displayed that there were no great difference between binaural audio and stere
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9

Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.

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This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of t
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10

Sorribes, 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.

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Undersökningens syfte var att jämföra två implementationsmetoder för ljud i spel. Dessa metoder är en lagerbaserad metod och en förrenderad metod. I den lagerbaserade metoden kombineras de olika ljudlager som ljudeffekten består av i realtid av spelmotorn, där den individuellt för varje lager applicerar volym- och filtreringskurvor över distans. I den förrenderade metoden har dessa ljudlager redan i förväg kombinerats ihop i en enda audiofil, d.v.s. att den enda behandlingen som sker i ljudmotorn är att volymen sänks över distans, på hela ljudeffekten. I bakgrunden beskrivs övergripande teorie
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11

Tiger, Guillaume. "Synthèse sonore d'ambiances urbaines pour les applications vidéoludiques." Thesis, Paris, CNAM, 2014. http://www.theses.fr/2015CNAM0968/document.

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Suite à un état de l'art détaillant la création et l'utilisation de l'espace sonore dans divers environnements urbains virtuels (soundmaps, jeux vidéo, réalité augmentée), il s'agira de déterminer une méthodologie et des techniques de conception pour les espaces sonores urbains virtuels du point de vue de l'immersion, de l'interface et de la dramaturgie.ces développements se feront dans le cadre du projet terra dynamica, tendant vers une utilisation plurielle de la ville virtuelle (sécurité et sureté, transports de surface, aménagement de l'urbanisme, services de proximité et citoyens, jeux).
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12

Swenberg, Thorbjörn. "Framing the Gaze : (Audio-) Visual Design Intentions and Perceptual Considerations in Film Editing." Doctoral thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35769.

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The theme for this doctoral thesis focuses on how a film editor strives actively to perceptually frame and direct the film viewer’s gaze across film edits. The editor’s (audio-)visual intentions concerning the film viewing correspond to perceptual considerations that the editor makes during film editing. Film editing in this thesis is considered as a kind of design work, foremost motivated by the possibilities of many new approaches, questions, and answers that a design perspective brings, stretching well beyond what previously adopted perspectives have done. The research questions asked, as w
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13

Miranda, David J. "Music Blocks: Design and Preliminary Evaluation of Interactive Tangible Block Games with Audio and Visual Feedback for Cognitive Assessment and Training." Case Western Reserve University School of Graduate Studies / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=case1516970991068766.

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14

Lindström, Edvard, and Andréas Isaksson. "Hör-Ser-Gör : En utforskning inom ljudbaserade rörelsespel." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18284.

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Detta kandidatarbete handlar om utforskningen inom alternativa ljudspelsformer. Vi ville utforska vilken ny kunskap som kan hämtas från spelljudsteori när den applicerades i ett ljudbaserat rörelsespel. Vi försöker uppnå detta genom en iterativ och experimentell designprocess. Vi skapade två olika ljudbaserade spelprototyper där vi applicerade olika spelljudsteorier. Genom att designa prototyper och analysera dem, genom induktivt resonemang och deltagande observation, kunde vi observera att spelaren kunde använda icke-visuella gränssnitt i ett ljudbaserat rörelsespel. Som resultat presenterar
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15

Leitão, Pedro Miguel Vicente. "Design of a power output stage for a class D audio power amplifier based on an 1.5-bit ∑ ∆ M." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/10229.

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16

Bénézech, Marine. "Serious games : le jeu en tension, rencontres entre jeu (vidéo), intention sérieuse et univers narratif." Thesis, Toulouse 2, 2017. http://www.theses.fr/2017TOU20081/document.

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Cette thèse se propose d’étudier les modalités d’écriture des serious games narratifs.Ces objets, à la fois porteurs d’un objectif ludique et d’une intention sérieuse sont également porteurs de promesses narratives. L’articulation de ces trois dimensions est au cœur de cette recherche doctorale. L’enjeu de cette thèse se caractérise par la nécessité de comprendre comment le jeu de nos objets se distingue, d’envisager de quelle manière l’intention sérieuse est véhiculée et de déterminer pourquoi une dimension narrative se met en place. Notre recherche se base sur un corpus de 42 objets, que nou
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17

Sofia, Ferreira Quintas Juliana. "Procedural Audio Generation Applied to Digital Games." Master's thesis, 2019. http://hdl.handle.net/11110/1768.

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The current standard of interactive audio in digital games takes a heavy toll on independent game developers limited human and technical resources. Procedural audio generation is a possible solution for independent developers to keep sound design affordable and dynamic without sacrificing creative control. The goal of this dissertation is to understand if procedural audio is a relevant and feasible technique for independent developers and if current technology allows a cost-effective customizable implementation. This research was approached through the Design Thinking methodology, which compri
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18

Abreu, Filipa Cordes Aniceto Martins de. "User-generated game design for creativity in education : audio-visual and tangible user interaction models." Doctoral thesis, 2019. http://hdl.handle.net/10400.14/32143.

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This dissertation explores how the use of multimodal digital games can be implemented in the educational environment of Macau S.A.R., particularly in Kindergarten levels. Today's children need innovative skills to be productive, and creativity and collaboration are two essential pillars in their learning development. Solutions involving technology can now form a bridge between Humans and their natural needs, through immersion in digital environments, which are vibrant with physical objects. Knowledge and information are changing rapidly, and digital interactive experiences are progressiv
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19

Marques, Luís Miguel Carreira. "Interactive Soundscapes in Mobile Contexts." Master's thesis, 2016. http://hdl.handle.net/10316/35615.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia da Universidade de Coimbra<br>The following document presents all the work and study performed by Luís Miguel Carreira Marques on his Informatics Engineering Master’s dissertation, at the Faculty of Sciences and Technology of the University of Coimbra. This dissertation builds up on several subjects related to Sound Design, and how sound can be actively explored through a soundscape composition. Therefore, the direction of this project is to incorporate and develop a structured and meaningful so
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20

Alves, Valter Nelson Noronha. "Sound design guidance as a contribution towards the empowerment of indie game developers." Doctoral thesis, 2013. http://hdl.handle.net/10316/23448.

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Tese de doutoramento em Ciências e Tecnologia da Informação, apresentada à Faculdade de Ciências e Tecnologia da Universidade de Coimbra<br>Currently, expertise in sound design in games is mostly tacit and held by senior professionals, who are not numerous and who typically work for resourceful teams that are able to afford them. Indie game developers, usually working with low resources, often have to cope with lack of expertise in sound design. We propose to provide guidance for the empowerment of non-expert practitioners to perform sound design in games, assuming the impracticality of i
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21

Martin, Ambrune. "Du son et de la musique à la concrétion sonore : structuration audio du conflit en jeu vidéo." Thesis, 2020. http://hdl.handle.net/1866/25089.

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Ce mémoire emprunte à la ludomusicologie tout en s’inscrivant dans le cadre des études du jeu vidéo et des études cinématographiques. Il est une exploration du sonore à l’intérieur d’une situation de conflit présente dans un jeu vidéo. Nous y appréhendons la construction sonore de la situation de conflit, caractérisée par un combat entre un personnage jouable et un antagoniste. Nous posons les problématiques suivantes : de quelle manière le sonore se construit-il dans une situation de conflit vidéoludique? Qu’est-ce que cette construction apporte au joueur ou à la joueuse? En prenant appui su
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