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Hearing is believing: evaluating ambient audio for location-based games

Published: 08 November 2011 Publication History

Abstract

In location-based games, players act as their own avatar within in the physical world. Such games are increasing in popularity due to the wide adoption of smartphones that contain the location sensors necessary for their play. When played on a small, hand-held display, location-based games have two problems: users may be distracted, possibly leading to accidents; and players must map the display contents to the physical world, possibly reducing their sense of immersion. In this paper, we present the results of a study showing that ambient audio - a continuous stream of audio representing an entity in space - can replace visual displays for navigation tasks in location-based games. We find that ambient audio reduces player performance, but increases their sense of immersion in the virtual world and increases player safety.

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Cited By

View all
  • (2019)What are we talking about when we talk about location-based games evaluation?Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems10.1145/3357155.3358449(1-13)Online publication date: 22-Oct-2019
  • (2017)Using Advisory 3D Sound Cues to Improve Drivers' Performance and Situation AwarenessProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3025634(2814-2825)Online publication date: 2-May-2017
  • (2017)Nudging and shoving: Using in-game cues to guide player exertion in exergamesEntertainment Computing10.1016/j.entcom.2017.01.00219(83-100)Online publication date: Mar-2017
  • Show More Cited By

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Information

Published In

cover image ACM Other conferences
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
November 2011
562 pages
ISBN:9781450308274
DOI:10.1145/2071423
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • FCT: Foundation for Science and Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 November 2011

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Author Tags

  1. ambient audio
  2. location-based game
  3. ubiquitous game

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  • Research-article

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ACE '11
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  • FCT

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2019)What are we talking about when we talk about location-based games evaluation?Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems10.1145/3357155.3358449(1-13)Online publication date: 22-Oct-2019
  • (2017)Using Advisory 3D Sound Cues to Improve Drivers' Performance and Situation AwarenessProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3025634(2814-2825)Online publication date: 2-May-2017
  • (2017)Nudging and shoving: Using in-game cues to guide player exertion in exergamesEntertainment Computing10.1016/j.entcom.2017.01.00219(83-100)Online publication date: Mar-2017
  • (2015)Designing for ExertionProceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play10.1145/2793107.2793122(79-89)Online publication date: 5-Oct-2015
  • (2015)Expanding social mobile games beyond the device screenPersonal and Ubiquitous Computing10.1007/s00779-015-0845-019:3-4(495-508)Online publication date: 1-Jul-2015
  • (2014)Towards serendipitous urban encounters with SoundtrackOfYourLifeProceedings of the 11th Conference on Advances in Computer Entertainment Technology10.1145/2663806.2663836(1-8)Online publication date: 11-Nov-2014
  • (2014)Collaborating with computer vision systemsProceedings of the 2014 conference on Designing interactive systems10.1145/2598510.2598519(229-238)Online publication date: 21-Jun-2014
  • (2013)Play it by earProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2470654.2481411(2959-2968)Online publication date: 27-Apr-2013
  • (2013)TimelinesMultimedia Systems10.1007/s00530-012-0271-319:3(271-287)Online publication date: 1-Jun-2013
  • (2013)Audio immersion in games — a case study using an online game with background music and sound effectsThe Computer Games Journal10.1007/BF033923442:2(103-124)Online publication date: 15-Sep-2013

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