Digital sound de-localisation as a game mechanic for novel bodily play

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Standard

Digital sound de-localisation as a game mechanic for novel bodily play. / Tiab, John; Rantakari, Juho; Halse, Mads Laurberg; Mitchell, Robb.

Proceedings of the 9th Nordic Conference on Human-Computer Interaction. Association for Computing Machinery, 2016. 109.

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Harvard

Tiab, J, Rantakari, J, Halse, ML & Mitchell, R 2016, Digital sound de-localisation as a game mechanic for novel bodily play. in Proceedings of the 9th Nordic Conference on Human-Computer Interaction., 109, Association for Computing Machinery, 9th Nordic Conference on Human-Computer Interaction, Göteborg, Sweden, 23/10/2016. https://doi.org/10.1145/2971485.2996744

APA

Tiab, J., Rantakari, J., Halse, M. L., & Mitchell, R. (2016). Digital sound de-localisation as a game mechanic for novel bodily play. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction [109] Association for Computing Machinery. https://doi.org/10.1145/2971485.2996744

Vancouver

Tiab J, Rantakari J, Halse ML, Mitchell R. Digital sound de-localisation as a game mechanic for novel bodily play. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction. Association for Computing Machinery. 2016. 109 https://doi.org/10.1145/2971485.2996744

Author

Tiab, John ; Rantakari, Juho ; Halse, Mads Laurberg ; Mitchell, Robb. / Digital sound de-localisation as a game mechanic for novel bodily play. Proceedings of the 9th Nordic Conference on Human-Computer Interaction. Association for Computing Machinery, 2016.

Bibtex

@inproceedings{2529c9c472ec4baebe71dfb29aebf9c0,
title = "Digital sound de-localisation as a game mechanic for novel bodily play",
abstract = "This paper describes an exertion gameplay mechanic involving player's partial control of their opponent's sound localization abilities. We developed this concept through designing and testing {"}The Boy and The Wolf{"} game. In this game, we combined deprivation of sight with a positional disparity between player bodily movement and sound. This facilitated intense gameplay supporting player creativity and spectator engagement. We use our observations and analysis of our game to offer a set of lessons learnt for designing engaging bodily play using disparity between sound and movement. Moreover, we describe our intended future explorations of this area.",
keywords = "Bodily Play, Embodied Interactions, Exertion Games, Sensory Deprivation, Sound-Mapping, Spatial Hearing",
author = "John Tiab and Juho Rantakari and Halse, {Mads Laurberg} and Robb Mitchell",
year = "2016",
doi = "10.1145/2971485.2996744",
language = "English",
booktitle = "Proceedings of the 9th Nordic Conference on Human-Computer Interaction",
publisher = "Association for Computing Machinery",
note = "null ; Conference date: 23-10-2016 Through 27-10-2016",

}

RIS

TY - GEN

T1 - Digital sound de-localisation as a game mechanic for novel bodily play

AU - Tiab, John

AU - Rantakari, Juho

AU - Halse, Mads Laurberg

AU - Mitchell, Robb

N1 - Conference code: 9

PY - 2016

Y1 - 2016

N2 - This paper describes an exertion gameplay mechanic involving player's partial control of their opponent's sound localization abilities. We developed this concept through designing and testing "The Boy and The Wolf" game. In this game, we combined deprivation of sight with a positional disparity between player bodily movement and sound. This facilitated intense gameplay supporting player creativity and spectator engagement. We use our observations and analysis of our game to offer a set of lessons learnt for designing engaging bodily play using disparity between sound and movement. Moreover, we describe our intended future explorations of this area.

AB - This paper describes an exertion gameplay mechanic involving player's partial control of their opponent's sound localization abilities. We developed this concept through designing and testing "The Boy and The Wolf" game. In this game, we combined deprivation of sight with a positional disparity between player bodily movement and sound. This facilitated intense gameplay supporting player creativity and spectator engagement. We use our observations and analysis of our game to offer a set of lessons learnt for designing engaging bodily play using disparity between sound and movement. Moreover, we describe our intended future explorations of this area.

KW - Bodily Play

KW - Embodied Interactions

KW - Exertion Games

KW - Sensory Deprivation

KW - Sound-Mapping

KW - Spatial Hearing

UR - http://www.scopus.com/inward/record.url?scp=84997402892&partnerID=8YFLogxK

U2 - 10.1145/2971485.2996744

DO - 10.1145/2971485.2996744

M3 - Article in proceedings

AN - SCOPUS:84997402892

BT - Proceedings of the 9th Nordic Conference on Human-Computer Interaction

PB - Association for Computing Machinery

Y2 - 23 October 2016 through 27 October 2016

ER -

ID: 172099834