Artigo Completo - Open Access.

Idioma principal | Segundo idioma

DESIGN DE SOM EM AMBIENTES INTERATIVOS: O ÁUDIO DINÂMICO

SOUND DESIGN IN INTERACTIVE ENVIRONMENTS: THE DYNAMIC AUDIO

Carvalho, Luiz Roberto; Pereira, Alice Theresinha Cybis;

Artigo Completo:

Nos ambientes interativos, o uso do som não tem avançado como tecnologia na mesma proporção de desenvolvimento dos elementos gráficos, e a predominância do estímulo visual tem feito com que usuários – e desenvolvedores – tomem a ausência do estímulo sonoro como um padrão. Como resultado, tem-se experimentado um universo de interfaces não-sonoras ou poluídas acusticamente. No entanto, nos últimos 20 anos, uma série de esforços tem sido conduzidos por diversos pesquisadores para que o som adquira significado e relevância na área de IHC. O presente estudo objetiva sumarizar tais esforços, bem como expor os conceitos pertinentes do áudio dinâmico, e contextualizar sua aplicação. Ao levantar tais questões, busca-se contribuir para que as discussões acerca do design de som e do design de interface adquiram relevância, e a temática de estudo venha a se desenvolver de modo consistente.

Artigo Completo:

In interactive environments, the use of sound has not advanced as technology in the same proportion of graphics, and the predominance of visual stimulus has caused users - and developers - to take the absence of sound stimulus as a standard. As a result, a universe of non-audible or acoustically polluted interfaces has been tried out. However, in the last 20 years, a number of efforts have been conducted by several researchers to make the sound studies significative and relevant in the area of HCI. The present study aims to summarize such efforts, as well as expose the concepts of dynamic audio, and also contextualize its application. In raising such questions, the study seeks to contribute to related discussions about sound design and interface design.

Palavras-chave: Design de Interface, Design de Som, Áudio Dinâmico,

Palavras-chave: Interface Design, Sound Design, Dynamic Audio,

DOI: 10.5151/16ergodesign-0222

Referências bibliográficas
  • [1] ALVES, Valter; ROQUE, Licínio. Guidelines for Sound Design in Computer Games. In: Grimshaw, M. (Ed.), Game sound technology and player interaction: Concepts and developments. Hershey, PA: IGI Global, 201
  • [2] BAR-B-Q, Project. Group Report: What is Interactive Audio? And What Should It Be? The Eighth Annual Interactive Music Conference PROJECT BAR-B-Q 2003, San Antonio, USA, section 5, dez., 2003. Disponível em: . Acesso em: 15 jun. 2014.
  • [3] BARTHES, R. Análise estrutural da narrativa: pesquisas semiológicas. Tradução de Maria Zélia Cardoso Pinto. 4ª Ed. Petrópolis: Vozes, 1976.
  • [4] BISHOP, M. J.; CATES, Ward Mitchell. Theoretical foundations for sound's use in multimedia instruction to enhance learning. Educational Technology Research and Development. Volume 49, Number 3, pp. 5-22, 2001.
  • [5] BREWSTER, Stephen Anthony. Providing a Structured Method for Integrating Non-Speech Audio into Human-Computer Interfaces. Submitted for the degree of Doctor of Philosophy. University of York, Human-Computer Interaction Group, Department of Computer Science. August, 1994.
  • [6] CANCELLARO, Joseph. Exploring Sound Design for Interactive Media. Delmar Cengage Learning; 1 ed., 200 Clifton Park, NY.
  • [7] COLLINS, Karen. Game Sound: an introduction to the history, theory, and practice of video game music and sound design. Massachusetts, USA: MIT Press, 2008.
  • [8] COLLINS, Karen. Playing with Sound: A Theory of Interacting with Sound and Music in Video Games. The MIT Press. January, 2013.
  • [9] COLLINS, Karen; KAPRALOS, Bill. Sound Design for Media: Introducing Students to Sound. Journal of Sonic Studies, volume 6, nr. 1. Jan., 2014.
  • [10] CORBETT, Richard; VAN DEN DOEL, Kees; LLOYD, John E.; HEIDRICH, Wolfgang. TimbreFields: 3D Interactive Sound Models for Real-Time Audio. Presence: Teleoperators & Virtual Environments. Massachussets, USA: MIT Press Journals, v. 16, Issue 6, p. 643-654, dez., 2007.
  • [11] ERMI, Laura; Frans Mäyrä (2005). Fundamental Components of the Gameplay Experience: Analysing Immersion. Paper presented at the Digital Games Research Association Conference.
  • [12] FOLLETT, Jonathan. Audio and the user experience. Disponível em: http://www.uxmatters.com/mt/archives/2007/06/audioand-the-user-experience.php June 18, 2007. Acesso em 17 set. 2015.
  • [13] GAVER, W. Auditory Icons: Using sound in computer interfaces. Human Computer Interaction, 2(2), pp. 167-177, 1986.
  • [14] GAVER, W. Synthesizing auditory icons. In S. Ashlund, K. Mullet, A. Henderson, E. Hollnagel, & T. White (Ed.), INTERCHI’93, Amsterdam: ACM Press, Addison-Wesley, pp. 228-235, 1993.
  • [15] GAVER, W. The SonicFinder: An interface that uses auditory icons. Human Computer Interaction, 4(1), pp. 67-94, 1989.
  • [16] GAVER, W. Using and creating auditory icons. In G. Kramer (Ed.), Auditory Display, sonification, audification and auditory interfaces. The Proceedings of the First International Conference on Auditory Display, Santa Fé Institute, Santa Fé: Addison-Wesley, pp. 417-446, 1992.
  • [17] GAVER, William W. What in the World Do We Hear? An Ecological Approach to Auditory Event Perception. Ecological Psychology 5/1: 1-29, 1993b.
  • [18] GRAU, Oliver (2003). Virtual Art: From Illusion to Immersion. Cambridge, Mass.: MIT Press.
  • [19] ISO 9241. NBR 9241-11: Requisitos Ergonômicos para Trabalho de Escritórios com Computadores. Parte 11 – Orientações sobre Usabilidade. ABNT – Associação Brasileira de Normas Técnicas. Ago, 2011.
  • [20] IUPPA, Nicholas; BORST, Terry. End-to-end game development: creating independent serious games and simulations from start to finish. Massachusetts, USA: Elsevier, 2010.
  • [21] JEKOSCH, Ute. Sound Perception and Sound Design. 2nd ISCA/DEGA Tutorial & Research Workshop on Perceptual Quality of Systems. Berlin, Deutschland, set., 2006.
  • [22] JENNETT, C., COX, A. L., CAIRNS, P., DHOPAREE, S., EPPS, A., & TIJS, T. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66, 641–661, 2008.
  • [23] JØRGENSEN, K. Time for new terminology? Diegetic and non-diegetic sounds in computer games revisited . In: Grimshaw, M. (Ed.), Game sound technology and player interaction: Concepts and developments. Hershey, PA: IGI Global, 2011.
  • [24] KAUSHANSKY, Karen. Designing With Audio: What Is Sound Good For? Diponível em: http://www.smashingmagazine.com/2012/04/designingwith-audio-what-is-sound-good-for/ April 18th, 2012. Acesso em 17 set. 2015.
  • [25] LILJEDAHL, Mats. Sound for Fantasy and Freedom. In: Grimshaw, M. (Ed.), Game sound technology and player interaction: Concepts and developments. Hershey, PA: IGI Global, 2011.
  • [26] MEARS, Chris. The UX of sound – designing audio experience. Disponível em: http://theuxreview.co.uk/ux-sound-designing-audioexperience/. Jan, 2014. Acesso em 17 set. 2015.
  • [27] MENEGUETTE, L. C. Dead Space: estudo de caso e reflexões sobre áudio dinâmico. In: IV Gamepad - Seminário de games, comunicação e tecnologia, 2011, Novo Hamburgo, RS: Universidade Feevale, 2011.
  • [28] MORTON, Scott B. Enhancing the Impact of Music in Drama-Oriented Games. Gamasutra, 24 jan. 2005. Disponivel em: http://www.gamasutra.com/view/feature/130602/enhancing_the_impact_of_music_in_.php Acesso em 29 ago. 2016.
  • [29] MOSES, Laura. Sound Design. EventDV. Vol. 23, Issue 1, p37, Jan/Feb2010.
  • [30] MURCH, Walter. Dense Clarity – Clear Density. The transom review, Part 2, Vol. 5/Issue 1, April 1st, 2005. Disponível em: http://transom.org/?page_id=7006. Acesso em: 05 set. 2014.
  • [31] MURRAY, J. H. Hamlet no holodeck: o futuro da narrativa no ciberespaço. São Paulo: Itaú Cultural: Unesp, 2003.
  • [32] NORMAN, Donald A. O Design do dia-a-dia. Rio de Janeiro: Rocco, 2006.
  • [33] PARKER, J. R; HEEREMA, John. Audio Interaction in Computer Mediated Games. International Journal of Computer Games Technology. vol. 2008, Article ID 178923, 8 pages. Hindawi Publishing Corporation, 2008.
  • [34] ROCCHESSO, Davide et al. Sonic Interaction Design: Sound, Information and Experience. Conference on Human Factors in Computing Systems: CHI '08 extended abstracts on Human factors in computing systems. ACM Association for Computing Machinery, New York, NY, USA, 2008.
  • [35] SALEN, Katie; ZIMMERMAN, Eric (2003). Rules of Play: Game Design Fundamentals. Cambridge, Mass.: MIT Press.
  • [36] SERAFIN, Stefania. Sound Design to Enhance Presence in Photorealistic Virtual Reality. Proceedings of the 2004 International Conference on Auditory Display. Sidney, Australia, July 6-9, 2004.
  • [37] SHNEIDERMAN, Ben; PLAISANT, Catherine. Designing the User Interface: Strategies for Effective Human-Computer Interaction. 5a. ed., Prentice Hall, mar., 2009.
  • [38] STEVENS, Richard; RAYBOULD, Dave. The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games. Elsevier Inc. 2011.
  • [39] STUART, R. Design of Virtual Environments. New York: McGraw-Hill. 1996.
  • [40] SUSINI, Patrick; et al. Closing the Loop of Sound Evaluation and Design. 2nd ISCA/DEGA Tutorial & Research Workshop on Perceptual Quality of Systems, Berlin; Deutschland, set., 2006.
  • [41] YANTAÇ, Asim Evren. ÖZCAN, Oguzhan. The effects of the sound-image relationship within sound education for interactive media design. Digital Creativity. Routlege, Vol. 17 Issue 2, p91-99, 2006.
Como citar:

Carvalho, Luiz Roberto; Pereira, Alice Theresinha Cybis; "DESIGN DE SOM EM AMBIENTES INTERATIVOS: O ÁUDIO DINÂMICO", p. 2132-2143 . In: . São Paulo: Blucher, 2017.
ISSN 2318-6968, DOI 10.5151/16ergodesign-0222

últimos 30 dias | último ano | desde a publicação


downloads


visualizações


indexações