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Exploiting audio-visual cross-modal interaction to reduce computational requirements in interactive environments.

Hulusic, V., Debattista, K., Aggarwal, V. and Chalmers, A., 2010. Exploiting audio-visual cross-modal interaction to reduce computational requirements in interactive environments. In: 2010 Second International Conference on Games and Virtual Worlds for Serious Applications, 25-26 March 2010, Braga, Portugal, 126 - 132.

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Abstract

The quality of real-time computer graphics has progressed enormously in the last decade due to the rapid development in graphics hardware and its utilisation of new algorithms and techniques. The computer games industry, with its substantial software and hardware requirements, has been at the forefront in pushing these developments. Despite all the advances, there is still a demand for even more computational resources. For example, sound effects are an integral part of most computer games. This paper presents a method for reducing the amount of effort required to compute the computer graphics aspects of a game by exploiting movement related sound effects. We conducted a detailed psychophysical experiment investigating how camera movement speed and the sounds affect the perceived smoothness of an animation. The results show that walking (slow) animations were perceived as smoother than running (fast) animations. We also found that the addition of sound effects, such as footsteps, to a walking/running animation affects the animation smoothness perception. This entails that for certain conditions the number of frames that need to be rendered each second can be reduced saving valuable computation time. Our approach will enable the computed frame rate to be decreased, and thus the computational requirements to be lowered, without any perceivable visual loss of quality

Item Type:Conference or Workshop Item (Paper)
Group:Faculty of Science & Technology
ID Code:30377
Deposited By: Symplectic RT2
Deposited On:19 Feb 2018 11:17
Last Modified:14 Mar 2022 14:09

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