Modern game hardware technology (e.g. mobile, touchpad and smart table) requires new considerations for mixing and surround sound due to changing viewer angles. Can audio-based games provide us with a useful subjective measure of player preference of different loudspeaker placements? To determine an answer to this question, our method was to measure subjective responses to two different quadraphonic loudspeaker placements with a smart table using a custom built audio-based game. Results showed that the majority of players had a preference for speaker placement, and that the placement was perceived to impact their gameplay. Counter to our hypothesis, results showed that players did not prefer the standard quadraphonic set-up.
Authors:
Collins, Karen; Kapralos, Bill; Hodge, Alexander; Hogue, Andrew
Affiliations:
University of Ontario Institute of Technology, Oshawa, Ontario, Canada; University of Waterloo, Waterloo, Ontario, Canada(See document for exact affiliation information.)
AES Conference:
41st International Conference: Audio for Games (February 2011)
Paper Number:
1-2
Publication Date:
February 2, 2011
Subject:
Audio for Games: Education and Standardization
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