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Emotion, Content, and Context in Sound and Music

Emotion, Content, and Context in Sound and Music
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Author(s): Stuart Cunningham (Glyndwr University, North Wales, UK), Vic Grout (Glyndwr University, North Wales, UK)and Richard Picking (Glyndwr University, North Wales, UK)
Copyright: 2011
Pages: 29
Source title: Game Sound Technology and Player Interaction: Concepts and Developments
Source Author(s)/Editor(s): Mark Grimshaw (University of Bolton, UK)
DOI: 10.4018/978-1-61692-828-5.ch012

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Abstract

Computer game sound is particularly dependent upon the use of both sound artefacts and music. Sound and music are media rich in information. Audio and music processing can be approached from a range of perspectives which may or may not consider the meaning and purpose of this information.Computer music and digital audio are being advanced through investigations into emotion, content analysis, and context, and this chapter attempts to highlight the value of considering the information content present in sound, the context of the user being exposed to the sound, and the emotional reactions and interactions that are possible between the user and game sound. We demonstrate that by analysing the information present within media and considering the applications and purpose of a particular type of information, developers can improve user experiences and reduce overheads while creating more suitable, efficient applications. Some illustrated examples of our research projects that employ these theories are provided. Although the examples of research and development applications are not always examples from computer game sound, they can be related back to computer games. We aim to stimulate the reader’s imagination and thought in these areas, rather than attempt to drive the reader down one particular path.

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