Interactivity, Game Creation, Design, Learning, and Innovation. 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2–3, 2016, Proceedings

Research Article

Enhancing the Multisensory Environment with Adaptive Game Audio Techniques

  • @INPROCEEDINGS{10.1007/978-3-319-55834-9_18,
        author={Ben Challis and Angela Kang and Rachel Rimmer and Mark Hildred},
        title={Enhancing the Multisensory Environment with Adaptive Game Audio Techniques},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2--3, 2016, Proceedings},
        proceedings_a={ARTSIT AND DLI},
        year={2017},
        month={3},
        keywords={Accessibility Music Dance Technology Multisensory environments Play Adaptive game audio},
        doi={10.1007/978-3-319-55834-9_18}
    }
    
  • Ben Challis
    Angela Kang
    Rachel Rimmer
    Mark Hildred
    Year: 2017
    Enhancing the Multisensory Environment with Adaptive Game Audio Techniques
    ARTSIT AND DLI
    Springer
    DOI: 10.1007/978-3-319-55834-9_18
Ben Challis1,*, Angela Kang, Rachel Rimmer, Mark Hildred2
  • 1: Manchester Metropolitan University
  • 2: Apollo Ensemble
*Contact email: b.challis@mmu.ac.uk

Abstract

Two workshop case studies are described that document the potential for applying novel approaches to the use of technology in multisensory environments. In contrast to current trends, the environments were regarded as a space within which to work rather than as a given set of technologies. Stimulating interactive story-worlds were enabled for groups of children with mixed Special Educational Needs where technology could empower the different groups to affect the environment as a whole. Arts-based leadership experience was regarded as key within the studies as were methods for moving beyond passive modes of interaction with sound and music. A novel approach to creating interactive ‘soundtracks’ is described that takes adaptive techniques from computer game audio and applies these within a physical space.