Dissertations / Theses on the topic 'Sound design in games'
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Af, Malmborg Harald. "Evaluation of Car Engine Sound Design Methods in Video Games." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84627.
Full textAsplund, Ingeborg. "Songs of Transistor : A study of sound design in video games." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32944.
Full textHartman, Vile. "Spring and Plate Reverb Techniques In Games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12827.
Full textKostrova, Marina, and Victoria Yuri-Andersson. "Designing with Sound to Reduce Motion Sickness in VR." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414404.
Full textRörelsesjuka har utgjort ett allvarligt hinder för utveckling av virtual reality-teknologi (VR) från dess tidigaste utvecklingsfas. Forskning har visat att ljud kan användas för reducering av rörelsesjuka i VR. Det har också påvisats att binauralt ambisoniskt ljud kan förstärka spelarens känsla av immersion och spatial närvaro, som har en negativ korrelation med rörelsesjuka. Denna studies syfte är att avgöra om användning av spatialt binauralt ambisoniskt ljud i VR-miljö kan reducera användarens rörelsesjuka, genom att förstärka känslan av närvaro, till skillnad från miljöer där rådande stereoteknologi används. Hypotesen testades genom att två versioner av samma VR-miljö skapades: ett med binauralt ambisonisk ljud och ett med vedertaget stereoljud. Insamlad data genom ett frågeformulär inkluderade även frågor rörande rörelsesjuka och tidigare erfarenhet av VR. Resultatet indikerar att binauralt ambisoniskt ljud reducerar rörelsesjuka, till skillnad från stereoljud, trots att testpersonerna inte visade på en tydlig preferens för den ena eller den andra ljudtypen.
Sharp, Weston Taylor. ""LET THE FEAST OF FOOLS BEGIN, BATMAN!": THE TRADITIONAL AND GOTHIC CARNIVALESQUES IN THE SOUND DESIGN OF THE BATMAN: ARKHAM VIDEO GAMES." OpenSIUC, 2017. https://opensiuc.lib.siu.edu/theses/2141.
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 textWarden, James. "Senses, Perception, and Video Gaming: Design of a College for Video Game Design and Production." Cincinnati, Ohio : University of Cincinnati, 2005. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1116113863.
Full textLindström, 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.
Full textThis bachelor thesis is about exploration within alternative forms of audio game. We wanted to explore what new knowledge could be extracted from game audio theory when it is applied to a movement based audio game. We aim to do this through an iterative and experimental design process. We created two different audio game prototypes where different game audio theories were applied. By designing prototypes and analyzing them, through inductive reasoning and participant observation, we could observe that players were able to use non-visual interfaces in an non-visual audio game. As our results we present the process’s most critical design problems. The challenge in creating these non-visual interfaces was instructing the player on how to use them through non-vocal audio. We also present a new way of understanding acousmatic sound in non-visual audio games. Lastly the study’s relevance is discussed and future research areas are suggested.
Eriksson, Oliver, and Philip Lindau. "Evaluating an adaptive music system in an adventure game environment." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22821.
Full textOrshammar, Viktor, and Christian Skarin. "Ljudlandskapet och det oönskade ljudet." Thesis, Blekinge Tekniska Högskola, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12351.
Full textThis bachelor thesis examines what the physical properties of the soundscape can contribute to form a virtual world. With concepts and theories from studies of soundscape, we examine how this can be applied in a digital game. Through a sound analysis of our everyday environment in a small Swedish town, we can improve our knowledge of how the soundscape is constructed and can be applied in a digital media. In the process of designing sounds to a digital game, we can test and apply the functions and concepts extracted from the physical soundscape.
Nuñez, Vasquez Victor Rennato. "El rol de la música incidental y el sound design en los videojuegos modernos (1996-2019)." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/655918.
Full textThe present research aims to explore and understand the role of sound in video games released on the market between 1996 to 2019, using Resident Evil 7 (2017) as a case study. For a better analysis of the audio section, the study of sound has been divided into two parts: incidental music and sound design, bearing in mind, in addition, that the line that divides music and sound effect is less and less. The first part of the work focuses on the role of incidental music in the video game; the way in which it, as a non-linear and interactive audiovisual medium, needs a different approach than other linear media such as cinema; and a musical analysis of the soundtrack of two video games in the Resident Evil saga more than fifteen years apart, in order to appreciate how the role of music in the video game has evolved. The second part of the work focuses on the role of sound design in the video game; analyzing the complexity of this section; the way in which it interacts with music to the point of interpenetrating, seeing the video game as an interactive medium, favored by this interaction. The third part of the work focuses on the relationship between sound implementation, musical composition, and sound design. This work seeks to contribute to the study and understanding of sound in the video game, and the relationship of this section with its main characteristics: interactivity and non-linearity.
Trabajo de investigación
Klang, Marcus. "Is there a connection between experienced realism, rate of fire and loop length on fully automatic rifles in a first-person shooter game in first-person?" Thesis, Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64221.
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 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 textNormell, Lukas, and Marcus Larsson. "Audionarratologi Inom Spel." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20392.
Full textIn today's society where entertainment is becoming more digital, and it is becoming more common to listen to an audiobook instead of reading one yourself. The game media is one of the most popular forms of entertainment in today's society, we want to see how to make use of audionarrotolgy in video games. Audionarratology is the doctrine and study of the function of sound within a story and a narrative, the term is an umbrella concept from narratology which is the doctrine and study of narration. We've used audionarrotolgy to see how the sound can cooperate with a text-based solo adventure story game, because sound effects are usually not a focus in games of this genre. We have developed a text-based game without visual imagery and with a focus on text and sound, in order to perform research on the role of sound in a text-based game. We conducted a qualitative study to find out what the most optimal way to use sound to reinforce the story in a game. The program that was used to develop the game was Twine. The survey was conducted by respondents filling out a questionnaire and answering what they liked about the sound of the game and how it affected the story. With the help of the answers we have then made our own conclusions for how the sound can interact with the story. We came to the conclusion that having a good sound mix and even intervals for sounds and voices, would make the sound reinforce the narrative.
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.
Full textVäisänen, Janne. "Sound as feedback on motionin active games : A sound preference experiment." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139155.
Full textÅsén, Rickard. "Game Audio in Audio Games : Towards a Theory on the Roles and Functions of Sound in Audio Games." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:du-13588.
Full textVan, den Doel Cornelis Pieter. "Sound synthesis for virtual reality and computer games." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0005/NQ38993.pdf.
Full textTatt, Loong Hung. "Users' performance of accessible sound-only computer games." Thesis, Middlesex University, 2011. http://eprints.mdx.ac.uk/9211/.
Full textZetterblom, Margareta. "Textile Sound Design." Doctoral thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-3588.
Full textThesis to be defended in public at 24 May 2011 at 13.00, at the Gallary floor 2, The Swedish School of Textiles, Bryggaregatan 17, Borås, for the degree of Philosophy.
Zetterblom, Margareta. "Textile sound design." Licentiate thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-3486.
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 textWennebjörk, Turdell Johan. "Sound Fence." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-92054.
Full textHuiberts, Sander. "Captivating sound the role of audio for immersion in computer games." Thesis, University of Portsmouth, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.529027.
Full textLee, Chung. "Sound texture synthesis using an enhanced overlap-add approach /." View abstract or full-text, 2008. http://library.ust.hk/cgi/db/thesis.pl?CSED%202008%20LEE.
Full textJansson, Robin. "Silence in Adventure Games and Space." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5033.
Full textNykänen, Arne. "Methods for product sound design." Doctoral thesis, Luleå tekniska universitet, Drift, underhåll och akustik, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-26577.
Full textGodkänd; 2008; 20080925 (ysko)
Gharibpour, Sohrab. "Going beyond the Visual Domain : Improving the UX of Sonic Interaction." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105050.
Full textFERREIRA, Nivia Barboza. "Design de emergência em games." Universidade Anhembi Morumbi, 2017. http://sitios.anhembi.br/tedesimplificado/handle/TEDE/1683.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Games are propitious environments for the appearing of new behavior patterns (emergence). It’s necessary to comprehend the nature of these changes taking into account demands and their modifying potential on this process. To support this trajectory, concepts of emergence were presented back from classical sciences to contemporary studies which touch metadesign and game design. This dissertation aims to investigate the phenomenon of emergence in digital games, encompassing the utilization of projective resources that can increase the interactivity and potentiate this process. The research involves literature review, articulation of concepts of complex adaptive system (CAS), emergence incidence in game design and the analysis of three selected objects: Tibia, PokemonGO and The Sims. The perspectives of metadesign usage and artificial intelligence are highlighted as propeller resources of new behaviors. The context, phenomenon and tool relation is discussed concerning: complex adaptive systems, emergence and artificial intelligence. This dissertation concludes that the usage of methodologies which incorporate metadesign and the gamer as codesigner are more appropriate when dealing with the emergent character of games. Furthermore, the use of artificial intelligences expands the possibilities of interaction in the game, multiplying the number of active agents in the system.
Jogos são ambientes propícios ao surgimento de novos padrões de comportamento (emergência). Faz-se necessário compreender a natureza dessas mudanças observando-se as demandas e seu potencial modificador nesse processo. Para embasar esta trajetória foram apresentados conceitos de emergência desde as ciências clássicas até estudos contemporâneos que tangenciam o metadesign e o design de jogos. Esta dissertação tem o objetivo de investigar o fenômeno da emergência nos jogos digitais, abordando a utilização de recursos projetuais que possam aumentar a interatividade e potencializar esse processo. A pesquisa envolve revisão bibliográfica, articulação dos conceitos de sistemas complexos adaptativos (SCA), incidência de emergência no design de games e a análise de três objetos selecionados: Tibia, PokemonGo e The Sims. Destacam-se as perspectivas de uso de metadesign e inteligência artificial como recursos propulsores de novos comportamentos. Discute-se a relação contexto, fenômeno e ferramenta como: sistemas complexos adaptativos, emergência e inteligência artificial. Conclui-se que o uso de metodologias que incorporam metadesign e o jogador como codesigner são mais adequadas para lidar com o caráter emergente dos jogos. Além disso, o uso de inteligências artificiais amplia as possibilidades de interação no jogo, multiplicando a quantidade de agentes ativos no sistema.
Bränström, Niclas. "Minimalist design for children’s games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22638.
Full textAfram, Rabi. "Puzzle Design in Adventure Games." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1916.
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 textKlimas, Matthew L. "Argent Sound Recordings: Multimodal Storytelling." VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/795.
Full textFraninović, Karmen. "Amplifying actions : towards enactive sound design." Thesis, University of Plymouth, 2013. http://hdl.handle.net/10026.1/1496.
Full textMiranda, Eduardo Reck. "Sound design : an artificial intelligence approach." Thesis, University of Edinburgh, 1995. http://hdl.handle.net/1842/20692.
Full textWöhrman, Sebastian, and Nael Ningalei. "The Impact of Sound on Player Experience - A literature study on how players experience the encounter with sound in horror-games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20142.
Full textTenzer, Jennifer. "Exploration games for UML software design." Thesis, University of Edinburgh, 2006. http://hdl.handle.net/1842/862.
Full textCasarini, Marcel. "Arquitetura e level design nos games." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/18158.
Full textWith virtual spaces becoming increasingly present in our daily lives, it is necessary to further understand the relationship that man to possess with this virtual space, as he understands it and how he can build it. As the massive use of games, these will be the object of analysis, since much of the virtual experience occurs in them. This research sought to establish the relationship between the factual and digital spaces in games in order to benefit the development levels of the game from the knowledge developed in architectural studies. The research is based on the thoughts of Mark Vitruvius, Martin Heidegger, Umberto Eco, Grant Hildebrand, Ernst Gombrich, Luís Carlos Petry, Nelson Brissac Peixoto and Lev Manovich, among others. The hypothesis of this study is that despite the differences between the factual and the virtual space, both can use the same concepts and methodology to be created, since they can also inhabited and are perceived similarly. Thus, in the first chapter of the research we tried to present a mimesis of the three-dimensional world in various media: painting, technical drawing and film, since they contributed to the understanding of the representation of virtual spaces. In the second chapter, we worked the relations of space for it actants with these environments and the relationship between user-architectural, who inhabits the factual space and the viewer-interactor, who inhabit the virtual environment, in addition to the concepts of navigable spaces, immersion and avatar, all important for reading the digital space and the development of their relationship to the factual space. Finally, in the third chapter, we performed a case study of the game "The Last of Us" from architectural concepts and design level and in relation to conceptual and methodological development part. Soon after, it was discussed directly the relationship between architecture and level design, and this time with the focus on the form of the creation of spaces, and how this is understood by the person who inhabits it. In the last part of the paper discussed the concept of architectural level design, which presents some ways of thinking about architecture and its relationship with the level design. From this conceptualization, we propose a development methodology architecture design level
Arquitetura e Level Design nos Games Com os espaços virtuais tornando-se cada vez mais presentes no nosso cotidiano, faz-se necessário um estudo mais aprofundado para entender a relação que o homem possuí para com este espaço virtual, como ele o entende e como ele pode construir. Como o uso massivo de games, estes serão o objeto de análise, pois boa parte da vivência virtual se dá nos mesmos. Nesta pesquisa buscou-se estabelecer a relação entre os espaços fáticos e digitais nos games com o intuito de beneficiar o desenvolvimento de níveis dos jogos a partir do conhecimento desenvolvido em estudos de arquitetura. A pesquisa tem como base os pensamentos de Marcos Vitrúvio, Martin Heidegger, Umberto Eco, Grant Hildebrand, Ernst Gombrich, Luís Carlos Petry, Nelson Brissac Peixoto e Lev Manovich, dentre outros. A hipótese desta pesquisa é que apesar das diferenças entre o espaço fático e o virtual, ambos podem utilizar os mesmos conceitos e metodologia para serem criados, uma vez que também podem são percebidos e habitados de forma semelhante. Desta forma, no primeiro capítulo da pesquisa buscou-se apresentar uma mimese do mundo tridimensional em diversos suportes: na pintura, no desenho técnico e cinema, já que eles contribuíram para o entendimento da representação dos espaços virtuais. No segundo capítulo trabalhou-se as relações dos actantes do espaço para com estes ambientes e a relação entre o usuário-arquitetônico, aquele que habita o espaço fático e o espectador-interator, aquele que habita o ambiente virtual, além dos conceitos de espaço navegável, imersão e avatar, todos importantes para a leitura do espaço digital e para a elaboração de sua relação para com o espaço fático. Por fim, no terceiro capítulo, realizou-se um estudo de caso do jogo The Last of Us a partir de conceitos arquitetônicos e de design de nível e em relação à parte conceitual e metodológica de desenvolvimento. Logo após, discutiu-se diretamente a relação entre arquitetura e design de nível e, desta vez com o foco na forma de criação dos espaços, e em como este é compreendido pelo sujeito que o habita. Na última parte do trabalho discutiu-se o conceito de projeto de arquitetura de nível, onde são apresentados alguns modos de se pensar arquitetura e suas relações com o design de nível. A partir desta conceituação é proposta uma metodologia de desenvolvimento de projeto de arquitetura de nível.
Bates, M. I. "Student participation in serious games design." Thesis, Nottingham Trent University, 2011. http://irep.ntu.ac.uk/id/eprint/271/.
Full textAreizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.
Full textTiger, Guillaume. "Synthèse sonore d'ambiances urbaines pour les applications vidéoludiques." Thesis, Paris, CNAM, 2014. http://www.theses.fr/2015CNAM0968/document.
Full textIn video gaming and interactive media, the making of complex sound ambiences relies heavily on the allowed memory and computational resources. So a compromise solution is necessary regarding the choice of audio material and its treatment in order to reach immersive and credible real-time ambiences. Alternatively, the use of procedural audio techniques, i.e. the generation of audio content relatively to the data provided by the virtual scene, has increased in recent years. Procedural methodologies seem appropriate to sonify complex environments such as virtual cities.In this thesis we specifically focus on the creation of interactive urban sound ambiences. Our analysis of these ambiences is based on the Soundscape theory and on a state of art on game oriented urban interactive applications. We infer that the virtual urban soundscape is made of several perceptive auditory grounds including a background. As a first contribution we define the morphological and narrative properties of such a background. We then consider the urban background sound as a texture and propose, as a second contribution, to pinpoint, specify and prototype a granular synthesis tool dedicated to interactive urban sound backgrounds.The synthesizer prototype is created using the visual programming language Pure Data. On the basis of our state of the art, we include an urban ambiences recording methodology to feed the granular synthesis. Finally, two validation steps regarding the prototype are described: the integration to the virtual city simulation Terra Dynamica on the one side and a perceptive listening comparison test on the other
Daregård, Thörnqvist Adam, and Oskar Aronsson. "The Sound of Learning : Supporting the learning in games with Auditory Icons and Earcons." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16498.
Full textUndersökningens syfte är att besvara följande frågeställning: Hur påverkas inlärningsprocessen i digitala spel med hjälp av en informativ ljuddesign?Undersökningen analyserar anpassning av ljuddesign i digitala spel för en optimerad inlärning gällande den digitala miljöns reaktioner till aktörers interaktion. Arbetet undersöker aktörers beslut i en digital miljö och förändringarna i beslut efter en förändring i ljuddesign.Undersökningen resulterade i en förstärkt uppfattningsförmåga då Auditory Icons uppstod i en icke-representativ miljö, dessa interaktioner registrerades och återkallas i en större omfattning i förhållande till resterande auditiva metoder.Analys av Kolb’s inlärningsmönster i en digital miljö stärkt av informativ ljuddesign dokumenterades i följande steg: observation av interaktion, reflektion över interaktion, implementation av hypotes på en liknande interaktion, reflektion över skillnader och likheter av varierande resultat av interaktion.
Zagal, José Pablo. "Supporting learning about games." Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24814.
Full textCommittee Chair: Bruckman, Amy; Committee Member: Guzdial, Mark; Committee Member: Juul, Jesper; Committee Member: Kolodner, Janet; Committee Member: Mateas, Michael.
Hansson, Aneer Sebastian, and Douglas Gidlöf. "Social Insecurity & Games : Games for self-reflection." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14650.
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Novais, Ana Maria Teixeira Duarte de Sousa. "Play sound system." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2015. http://hdl.handle.net/10400.5/12449.
Full textA consciência da importância de espaços públicos dedicados a crianças no seu desenvolvimento integral, tem vindo a crescer desde os finais do século XIX. Esta importância aumenta quando nos deparamos com algumas transformações na nossa sociedade como a redução do tamanho das famílias e a diminuição dos espaços domésticos para brincar, entre outras. Paralelamente, há um crescimento do mercado de brinquedos e equipamentos lúdico-pedagógicos de teor científico. Assim, na presente dissertação, pretende-se projectar um sistema de equipamentos urbanos lúdicos para o público infantil que englobe música e os benefícios desta, com o objectivo de associar o conhecimento a uma actividade lúdica, facilitar a aprendizagem e, ao mesmo tempo, promover o exercício físico e o desenvolvimento social. Sendo uma dissertação de teor prático, recorrer-se-á a uma metodologia mista. Primeiramente não intervencionista de observação directa, recolha e organização da literatura e numa segunda fase, intervencionista, a investigação activa, que consiste no projecto do sistema que será confrontada com diversos especialistas. Teve-se como objectivo projectar um sistema que leve à interacção com a música contribuindo para uma melhor relação entre as crianças e o conhecimento facilitando-lhes a aprendizagem. Assim esperamos contribuir para um maior conhecimento nas áreas do design de equipamentos infantis e criar um sistema passível de ser divulgado e comercializado mais tarde.
ABSTRACT: The awareness of the importance of public spaces dedicated to children in their full development has been growing since the late nineteenth century. This importance increases when we face with some changes in our society such as the reducing size of families and domestic space to play, among other. In parallel, there is also a growth of recreational and educational toys and equipment for scientific content market. Thus, in the present work, we intend to design an urban recreational equipment system for children that embraces music and its benefits in order to link knowledge to a recreational activity, facilitate learning and, at the same time, promoting exercise and social development. Being a practical dissertation, it will be applied a mixed methodology. First non-interventional of direct observation, gathering and organizing literature. In a second stage an interventional one through active interventional research, which consists in the designing of the system that will be confronted with different experts. The objective is to lead to the interaction with music contributing to a better relationship between children and knowledge and facilitating their learning. We hope to collaborate for a better knowledge in children equipment design area and create a system that can be marketed later.
Justin, Rodriguez. "Visually sound : an exploration of design + music /." Click here to view, 2009. http://digitalcommons.calpoly.edu/artsp/20.
Full textProject advisor: Charmaine Martinez . Title from PDF title page; viewed on Jan. 21, 2010. Includes bibliographical references. Also available on microfiche.
FERRANTI, MARCELO PEDRUZZI. "SOUND AS A PROJECT TOOL IN DESIGN." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2018. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=35590@1.
Full textA pesquisa propõe uma série de métodos e princípios para explorar o som em um processo projetual de design. Questões relativas aos aspectos sonoros parecem ser negligenciadas durante o processo projetual de design. Como poderia um designer, mesmo sem um treinamento formal acerca do som, utilizar o som em seus projetos de uma forma construtiva, intencional e objetiva? Para responder a essa pergunta, investigamos o impacto das mudanças sofridas pelas paisagens sonoras nas últimas décadas, ocasionadas pela industrialização e mecanização da sociedade. O impacto e a percepção dessas sonoridades pelo indivíduo também são discutidos, utilizando-se, para isso, os conhecimentos provenientes da acústica, psico-acústica e os mecanismos atencionais. Mapeamos, também, o estado da arte, evolução e aplicação desses sons em diferentes campos do saber, tais como a interação homem-computador, sonic interaction design, cinema e a musicologia, com a finalidade de obtermos um recorte teórico acerca do som que seja pertinente ao campo do design. Como resultado dessa exploração, propomos um conjunto de princípios norteadores e de métodos exploratórios sonoros para prototipar o som para o design. Por fim, aplicações e desdobramentos futuros em relação ao uso desses princípios e métodos são sugeridos.
This research proposes a number of methods and principles to explore the sound in a design process. Issues related to sound aspects seems to be neglected during the design process. So, how could a designer, even without a formal sound or musical training, use sound in the projects in a constructive, intentional and objective way? In order to answer this question, we investigated the impact of changes in sound landscapes in the last decades, caused by the industrialization and mechanization of society, which made it possible to dissociate the sound from its emitter, allowing the former one to be manipulated, examined and dissected. The impact and perception of sounds by individuals are also discussed. To do so, the knowledge coming from acoustics, psychoacoustics and attentional mechanisms are used. We also mapped the state of the art, evolution and, application of these sounds in different fields of knowledge, such as human-computer interaction, sonic interaction design, cinema, and musicology, with the purpose of obtaining a relevant contribution to the design field. As a result of this exploration, we propose a set of guiding principles and exploratory methods for sounds as audible affordances for design. Finally, future applications and studies in relation to the use of these principles and methods are suggested.
Lehecka, Kurt S. "Aural Design: Merging of Sound and Space." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1491313819383138.
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