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This paper documents the design and play-testing of a videogame that incorporates electroencephalography (EEG) technology to augment traditional controls. A survival horror game was created using Unity3D. The player navigates the game using conventional keyboard and mouse movement, however, they also wear an Emotiv EPOC headset that transmits their level of calm to the game via OSC. In order to complete the game, the player must remain as calm as possible. An adaptive audio engine was developed to act as an auditory display for this complex parameter in lieu of a distracting visual indicator. Every element of the audio was designed to adapt to the constantly fluctuating value. Procedural audio modules were created in Max, where player EEG data was simultaneously mapped to a myriad of modulators. FMOD Studio was used for non-procedural elements due to its facilitation of real-time control parameters, as well as its integration with Unity3D.
Author (s): Craig, Jordan
Affiliation:
New York University, New York, NY, USA
(See document for exact affiliation information.)
AES Convention: 142
Paper Number:9802
Publication Date:
2017-05-06
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Session subject:
Miscellaneous 2
Permalink: https://aes2.org/publications/elibrary-page/?id=18676
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Craig, Jordan; 2017; Adaptive Audio Engine for EEG-Based Horror Game [PDF]; New York University, New York, NY, USA; Paper 9802; Available from: https://aes2.org/publications/elibrary-page/?id=18676
Craig, Jordan; Adaptive Audio Engine for EEG-Based Horror Game [PDF]; New York University, New York, NY, USA; Paper 9802; 2017 Available: https://aes2.org/publications/elibrary-page/?id=18676