world as long as acoustic measurement data is
available.
GRA will automatically calculates the spatial
parameters such as Doppler, echo, and reverb
according to their spatial location within the 3D
Gameworld. GRA’s input should be in monophonic,
due to audio spatial positions is determined by the
spatial camera location in the game world, i.e.,
relative to the current camera view and active
perspective of the player.
The 3D sound engine only implemented on the game
enemy audio component to recreate the immersive
sonic environment of the real world so that the player
could sense the enemy sonically as it is on the
physical world. Though enemy objects are placed in
random, they are passively stationer at the given
coordinate and waiting to be found by the player.
Thus, the spatial parameter and binaural
experience are determined by the player position that
corresponds to the game camera. At the time of
development, GRA is the most practical solution for
sound spatialisation because it can be used directly
inside the unity3D and powerful enough to actualize
the spatial idea of Trapped.
3.6.3 Sonic Interaction
The latest generation of computer game technology
has offered a new form of interactivity that never been
achieved previously. Interactivity is an essential
element in the computer game that presents an
embodiment of the communication between the
player and the virtual environment.
Lievrouw & Livingstone (2002) states,
Interactivity can be defined into three interactivity
form of an emerging communication system: user-to-
user interactivity, user-to-documents interactivity,
and user- to-system interactivity.
Following the general design of trapped, that aims
to implement auditory perception at the centre of
interactivity process. Trapped interactivity can be
defined into two: 1) player-to-enemy interactivity
(hearing) and, 2) player-to-environment interactivity.
A noise cancelling headphone is used to listen to the
enemy sound, whereas the 360 Xbox controller
employed to interact with the game environment
through a mapping value from the player's movement
as follows: 1) left thumbstick—directions, 2) right
thumbstick— camera rotation and, 3) left trigger—
jump. These interactivities occur on the three-game
stages and based on the narrative concept of
environmental design, as explained previously. The
term of Gamified Sonic Interaction (GSI) is used to
define the player's interactivity on Trapped. The word
of gamified is derived from Gamification concept
which according (Robson et al., 2015) defined as a set
of activities and processes to solve problems by using
or applying the characteristics of game elements.
Therefore, GSI is a multisensory interaction based on
game design elements, where in this context is the
Trapped’ narrative concept.
4 CONCLUSIONS
This paper discusses the concept and technical
approaches behind the creation of "Trapped" that
focuses on the sonic interactivity between the player
and the game-enemy. Trapped offers not only the
immersive audiovisual but also storytelling narrative
that constructs multisensory interaction that
manifests perceptual, cognitive, and psychological
experiences within the virtual 3D environment.
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