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Do variations make the sound design more realistic?: optimizing realism in sound design for footsteps in games
2009 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

This project explored the connection between variation and perceived realism in designing footstep sound for computer games. An experimental computer game setup with two rooms were the floor of room west used 64 different footstep audio samples and were room east used 7 footstep samples, were used for testing the subjects’ perceptions. Both rooms used a quasi-randomizing algorithm that prevented footstep samples from being repeated consecutively. A subject pool of 20 individuals divided in two groups of 10 subjects was invited. Each group started out in one of the two rooms, testing both sound designs and answered a questionnaire that investigated the perceived realism of the footstep sounds. Among the results were significant indications that the room with the more detailed sound design using more variations was perceived as more realistic. Also in the results there were both significant and non- significant indications that suggest that moving from a sound design with one level of detail to another may have an impact on the subjects’ perceptions of the new sound design and that the number of years the subject has been playing computer games may influence the subjects’ perception of a sound design.

Place, publisher, year, edition, pages
Keyword [en]
Social Behaviour Law, Sound design, variation, realism, computer games, auditory, perception, footstep, audio mostly games, interactive audio
Keyword [sv]
Samhälls-, beteendevetenskap, juridik
URN: urn:nbn:se:ltu:diva-52372ISRN: LTU-CUPP--09/227--SELocal ID: 97f0f44d-473b-4485-89e6-ad5707988facOAI: diva2:1025742
Subject / course
Student thesis, at least 15 credits
Educational program
Audio Technology, bachelor's level
Validerat; 20101217 (root)Available from: 2016-10-04 Created: 2016-10-04Bibliographically approved

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