It has been suggested in the literature that the degree to which an auditory presentation can create an emotional response can be influenced not only by manipulation of the temporal and spectral features of the sound but also where the sound is played in terms of its spatial location. In this paper we specifically focus on fear and how the emotional response is changed based on where a sound is played from within a 3D environment. It is shown though subjective analysis that it is possible to enhance the perception of fear based on the direction of the source presentation, although such presentations must be appropriately contextualised. This study intends to supply implications for the implementation of emotional fine-tuning in video games and interactive media.
Hughes, Samuel; Kearney, Gavin
Affiliation: University of York, Yorkshire, UK
AES Conference: 56th International Conference: Audio for Games (February 2015)
Paper Number: 4-3
Publication Date: February 11, 2015
Subject: Spatial Audio in Games
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