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User evaluation for game-based learning audio-only games sonification

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Abstract

Sonification is an important consideration for audiovisual contents, most of the time, it enhances communication’s objective and adds a specific meaning for the consumer. Sound can convey fundamental information that should be addressed to the user, either for generating a brand prestige, giving useful information about the user activities or simply enhancing users attention in a particular topic, improving its interaction experience. The first step is to comprehend the audiovisual content utilities and intentions. What does the digital tool or display intend to communicate? The next step is to understand the user-sound relationship. What does sound can convey in people? How can sound design and audio processing happen to convey a meaning? Knowing how signal processing and user experience are connected in this sonification design can develop more efficient and effective results. One main application of this display interaction is found in game industry. Games had been enhancing sound experience, offering much more comfortness to players. Regularly sound reinforces visual elements and offers a coherent base, but also, sonification can make sound be part of the game as an interactive tool that can make the player understand a particular function, learn a specific topic and develop multiple skills. Audio-Only Games are a new approach to the gaming industry and rising enterprises are interested in developing audio for games in new ways. Giving the main role to sound requires understanding better the three sonification components mentioned above meaning-user-sound. Educational resources could be applied to improve learning tools, interactivity, attention and fun. Multiple audio platforms and brands have developed games with the main or secondary interest of offering skills and knowledge acquisition through intellectual challenges within the interaction process and game-play mechanics.

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El usuario tiene la obligación de utilizar los servicios y contenidos proporcionados por la Universidad, en particular, los impresos y recursos electrónicos, de conformidad con la legislación vigente y los principios de buena fe y en general usos aceptados, sin contravenir con su realización el orden público, especialmente, en el caso en que, para el adecuado desempeño de su actividad, necesita reproducir, distribuir, comunicar y/o poner a disposición, fragmentos de obras impresas o susceptibles de estar en formato analógico o digital, ya sea en soporte papel o electrónico. Ley 23/2006, de 7 de julio, por la que se modifica el texto revisado de la Ley de Propiedad Intelectual, aprobado

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