Difference between revisions of "Sound Visualization"

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| name =Sound Visualization
 
| name =Sound Visualization
 
| deckversion =1.0
 
| deckversion =1.0
| synopsis =Graphical perception of the occurrence of sound
+
| v10synopsis =Graphical perception of the occurrence of sound
 +
| v20synopsis =Graphical perception of the occurrence of sound
 
| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| frontface =SoundVisualization-front-v10.png
+
| v10frontface =SoundVisualization-front-v10.png
| backface =SoundVisualization-back-v10.png
+
| v10backface =SoundVisualization-back-v10.png
 +
| v20frontface =SoundVisualization-front-v20.png
 +
| v20backface =SoundVisualization-back-v20.png
 
| screenshots=
 
| screenshots=
 +
| v10rel-tag1=May relate to:<br>
 +
| v10rel1=[[Sound Input]], [[Rhythm Gameplay]], [[Pitch Gameplay]]<br>
 +
| v10rel-tag2=May use:<br>
 +
| v10rel2=[[Subtitles and Captions]]<br>
 
| v20rel-tag1=May relate to:<br>
 
| v20rel-tag1=May relate to:<br>
 
| v20rel1=[[Sound Input]], [[Rhythm Gameplay]], [[Pitch Gameplay]]<br>
 
| v20rel1=[[Sound Input]], [[Rhythm Gameplay]], [[Pitch Gameplay]]<br>
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| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 
| description=
 
| description=
[[Sound Visualization]] consists in poviding graphical representations to accompany occurring sounds. There are some reasons for this to be interesting:
+
[[Sound Visualization]] consists of providing graphical representations to accompany occurring sounds. There are some reasons for this to be interesting:
* Emphasising some aspect of the sound, by providing a cross-modal reinforcement of the perception.
+
* Emphasizing some aspect of the sound, by providing a cross-modal reinforcement of the perception.
* Enabling the game to be played and enjoyed without sound. In turn this is critical in several circumstances:
+
* Enabling the game to be played and enjoyed without sound. This is relevant in several circumstances:
** for playing in noisy environments (e.g. using mobile platforms)
+
** for playing in noisy environments (e.g., using mobile platforms).
 
** for playing in places where the context obliges that the sound is mute or very low volume.
 
** for playing in places where the context obliges that the sound is mute or very low volume.
** for hard-of-hearing or deaf players<ref name="deafgamers"/>
+
** for hard-of-hearing or deaf players<ref name="deafgamers"/>.
 
* In the particular case of [[Dialogue]]: overcome language comprehension difficulties by reading subtitles, possibly in another language, as explored in [[Subtitles and Captions]].
 
* In the particular case of [[Dialogue]]: overcome language comprehension difficulties by reading subtitles, possibly in another language, as explored in [[Subtitles and Captions]].
  
Most typical solutions adopted in games are (common too other other media):
+
Typical solutions adopted in games are (common to other media):
 
*Diegetic approaches:
 
*Diegetic approaches:
** Drawing sound waves, which allows to locate the source, and possibly the reach and the receptors of that sound, but does not allow to know the sound itself.
+
** Drawing sound waves, which allows locating the source, and possibly the reach and the receptors of that sound, but does not allow knowing the sound itself.
** Drawing an onomatopoeia, possibly next to the source of the sound, which allows to learn what sound it is, and possibly the source.
+
** Drawing an onomatopoeia, possibly next to the source of the sound, which allows learning what sound it is, and possibly the source.
 
*Non-Diegetic approach:
 
*Non-Diegetic approach:
** as explored in [[Subtitles and Captions]]: Inscribe a descriptor of the occurring sounds as closed captions, possibly interweaved with subtitles, which allows a verbose description of the several aspects of the sound
+
** as explored in [[Subtitles and Captions]]: Inscribe a descriptor of the occurring sounds as closed captions, possibly embedded in subtitles, which allows a verbose description of the several aspects of the sound.
  
 
|additional=
 
|additional=
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| examples=
 
| examples=
| ex1=<mt p="SoundVisualization" g="SingStar" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex1=<mt p="SoundVisualization" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}">The whole visual representation pulses with the sound - from the most objective, as the rectangle in the border and the drums' onomatopoeias (mapping the [[Sound Input]]), to the more subtle, as the moves and details of the characters (which map and the [[Sound Input]] and the sound they echo themselves).</mt>
| ex2=<mt p="SoundVisualization" g="Spore" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
+
| ex2=<mt p="SoundVisualization" g="Cut The Rope" altg="Cut the Rope" w="{{ViPhoneW}}" h="{{ViPhoneH}}"></mt>
| ex3=<mt p="SoundVisualization" g="Cut The Rope" altg="Cut the Rope" w="{{ViPhoneW}}" h="{{ViPhoneH}}"></mt>
+
| ex3=<mt p="SoundVisualization" g="Ecco" altg="Ecco the Dolphin" w="{{RPS2W}}" h="{{RPS2H}}"></mt>
| ex4=<mt p="SoundVisualization" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}">The all visual representation pulses with the sound - from the most objective, as the rectangle in the border and the drums' onomatopoeias (mapping the [[Sound Input]]), to the more subtle, as the moves and details of the characters (which map and the [[Sound Input]] and the sound they echo themselves).</mt>
+
| ex4=<mt p="SoundVisualization" g="DevilsTuningFork" altg="Devil's Tuning Fork" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
| ex5=<mt p="SoundVisualization" g="Ecco" altg="Ecco the Dolphin" w="{{RPS2W}}" h="{{RPS2H}}"></mt>
+
| ex5=<mt p="SoundVisualization" g="SingStar" altg="SingStar Vol.3" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex6=<mt p="SoundVisualization" g="Ocarina Of Time" altg="The Legend of Zelda:Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
+
| ex6=<mt p="SoundVisualization" g="Spore" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
| ex7 =<mt p="Dialogue" g="Gadget" altg="iGadget" w="{{ViPhoneH}}" h="{{ViPhoneW}}">In this game, due to the option of not using [[Dialogue]], the subtitles </mt>
+
| ex7=<mt p="SoundVisualization" g="Ocarina Of Time" altg="The Legend of Zelda: Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
| ex8 =<mt p="Dialogue" g="Gadget" altg="iGadget" w="{{ViPhoneH}}" h="{{ViPhoneW}}">In this game, due to the option of not voicing [[Dialogue]], the subtitles are the means to convey the discourse.</mt>
 
| showrefs=1
 
| showrefs=1
 
}}
 
}}

Latest revision as of 14:43, 19 July 2012

Front face Back face
The card's front face The card's back face

Synopsis

Graphical perception of the occurrence of sound.

Relationships

May relate to:
Sound Input , Rhythm Gameplay , Pitch Gameplay .
May use:
Subtitles and Captions .

Description

Sound Visualization consists of providing graphical representations to accompany occurring sounds. There are some reasons for this to be interesting:

  • Emphasizing some aspect of the sound, by providing a cross-modal reinforcement of the perception.
  • Enabling the game to be played and enjoyed without sound. This is relevant in several circumstances:
    • for playing in noisy environments (e.g., using mobile platforms).
    • for playing in places where the context obliges that the sound is mute or very low volume.
    • for hard-of-hearing or deaf players[1].
  • In the particular case of Dialogue: overcome language comprehension difficulties by reading subtitles, possibly in another language, as explored in Subtitles and Captions.

Typical solutions adopted in games are (common to other media):

  • Diegetic approaches:
    • Drawing sound waves, which allows locating the source, and possibly the reach and the receptors of that sound, but does not allow knowing the sound itself.
    • Drawing an onomatopoeia, possibly next to the source of the sound, which allows learning what sound it is, and possibly the source.
  • Non-Diegetic approach:
    • as explored in Subtitles and Captions: Inscribe a descriptor of the occurring sounds as closed captions, possibly embedded in subtitles, which allows a verbose description of the several aspects of the sound.

Examples

Patapon: The whole visual representation pulses with the sound - from the most objective, as the rectangle in the border and the drums' onomatopoeias (mapping the Sound Input), to the more subtle, as the moves and details of the characters (which map and the Sound Input and the sound they echo themselves).
Cut the Rope:
Ecco the Dolphin:
[show less examples...]
Devil's Tuning Fork:
SingStar Vol.3:
Spore:
The Legend of Zelda: Ocarina of Time:
iGadget: In this game, due to the option of not voicing Dialogue, the subtitles are the means to convey the discourse.

Additional Comments

For game reviews sensitive to their usage by deaf gamers see deafgamers.com[1]


References

  1. 1.01.1 Deaf Gamers http://www.deafgamers.com

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