英文摘要 |
In this study, the two components of adaptive audio, namely, sounds and music, are investigated. Adaptive sounds could respond to player’s instructions, display the status of a character, and describe the environment. Adaptive music would transit the theme music smoothly when an event is triggered, underlining the atmosphere created by the surroundings. To showcase such effects, a VR shooting game was designed in this study. Players were invited to play in a random order to experience the two versions of this game: with or without the adaptive audio system. The performances of the players were analyzed quantitatively. Player feedback on the effectiveness of the game audio would be evaluated through observation methodologies, questionnaires, and in-depth interviews. This investigation was focused on verifying the importance of adaptive audio in VR games and sorting out the audio modes that could suit the players’ needs best so that a suggested VR shooting game design, which was based on adaptive audio, could be proposed. verifies the importance of adaptive sound to VR games, drawing conclusions regarding the principles of sound design for VR shooting games. Analysis results showed that the “Adaptive Audio System” was suitable for both “Video Shooting Games” and “VR Shooting Games.” Performance of the subjects was significantly improved while playing the “Adaptive Audio System” version of the game in terms of space, orientation, and distance judgements in 3D environment. In addition, all subjects preferred to play shooting games with the “Adaptive Audio System.” In general, data showed that the “Adaptive Audio System” could improve player experience in subjects except for experienced shooting game players. By comparing the test results of the game versions with and without the “Adaptive Audio System,” significant differences were found in various facets, including “Immersion,” “Player’s Preference,” “Time Wrap,” and “Tiredness,” especially in game levels without a time limit. With the “Adaptive Audio System,” players stayed in the game for a longer period of time (41.94% more compared to without), and they required a shorter period of time to complete the tasks (19.38% less compared to without). |