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Lundheim: Exploring Affective Audio Techniques in an Action-Adventure Video Game

Published: 10 October 2022 Publication History

Abstract

This paper discusses Lundheim, a video game prototype made in Unity that incorporates interactive mechanisms based on affective computing techniques, which are used to control audio-visual aspects of the game. The project is based on a fictitious Old Norse realm named ’Lundheim’, a place where emotions are woven into the fabric of reality. The game utilises Russell’s circumplex model of affect, providing four runes which correspond with different sections of the circumplex model. The player must activate each rune by entering the corresponding emotion state, which is captured using a consumer-grade Interaxon Muse electroencephalograph (EEG) headband. Activating each emotion triggers particle effects and corresponding sonic materials including interactive music, which are implemented with the Wwise video game audio middleware software. The project thereby demonstrates a novel implementation of affective technologies and sound in a video game, contributing towards discourses in this area of research.

Supplementary Material

MP4 File (Lundheim (Audio Mostly 2022).mp4)
Gameplay demonstration video

References

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Cited By

View all
  • (2024)Musical Neurofeedback Advancements, Feedback Modalities, and Applications: A Systematic ReviewApplied Psychophysiology and Biofeedback10.1007/s10484-024-09647-049:3(347-363)Online publication date: 5-Jun-2024
  • (2024)The Senses Beyond: New Directions in Game Engine ExperiencesThe Arts and Computational Culture: Real and Virtual Worlds10.1007/978-3-031-53865-0_21(499-520)Online publication date: 28-Jun-2024
  • (2023)Affective Conditional Modifiers in Adaptive Video Game MusicProceedings of the 18th International Audio Mostly Conference10.1145/3616195.3616222(17-23)Online publication date: 30-Aug-2023

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cover image ACM Other conferences
AM '22: Proceedings of the 17th International Audio Mostly Conference
September 2022
245 pages
ISBN:9781450397018
DOI:10.1145/3561212
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 10 October 2022

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Author Tags

  1. action-adventure games
  2. affective computing
  3. biofeedback
  4. game mechanics
  5. interactive music
  6. sound design
  7. video games

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  • Short-paper
  • Research
  • Refereed limited

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AM '22
AM '22: AudioMostly 2022
September 6 - 9, 2022
St. Pölten, Austria

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Overall Acceptance Rate 177 of 275 submissions, 64%

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Cited By

View all
  • (2024)Musical Neurofeedback Advancements, Feedback Modalities, and Applications: A Systematic ReviewApplied Psychophysiology and Biofeedback10.1007/s10484-024-09647-049:3(347-363)Online publication date: 5-Jun-2024
  • (2024)The Senses Beyond: New Directions in Game Engine ExperiencesThe Arts and Computational Culture: Real and Virtual Worlds10.1007/978-3-031-53865-0_21(499-520)Online publication date: 28-Jun-2024
  • (2023)Affective Conditional Modifiers in Adaptive Video Game MusicProceedings of the 18th International Audio Mostly Conference10.1145/3616195.3616222(17-23)Online publication date: 30-Aug-2023

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