Sound is not a simulation: methodologies for examining the experience of soundscapes

Linda O'Keeffe

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

In order to design a computer game soundscape that allows a game player to feel immersed in their virtual world, we must understand how we navigate and understand the real world soundscape. In this chapter I will explore how sound, particularly in urban spaces, is increasingly categorised as noise, ignoring both the social significance of any soundscape and how we use sound to interpret and negotiate space. I will explore innovative methodologies for identifying an individual’s perception of soundscapes. Designing virtual soundscapes without prior investigation into their cultural and social meaning could prove problematic.
Original languageEnglish
Title of host publicationGame Sound Technology and Player Interaction
Subtitle of host publicationConcepts and Developments
EditorsMark Grimshaw
PublisherInformation Science Reference
Pages44-59
Number of pages16
ISBN (Print)9781616928285
Publication statusPublished - 2010

Fingerprint

Dive into the research topics of 'Sound is not a simulation: methodologies for examining the experience of soundscapes'. Together they form a unique fingerprint.

Cite this