Simulating Auditory Hallucinations in a Video Game: Three Prototype Mechanisms

Jonathan Weinel, Stuart Cunningham

Research output: Chapter in Book/Report/Conference proceedingConference proceeding

Abstract

In previous work the authors have proposed the concept of 'ASC Simulations': including audio-visual installations and experiences, as well as interactive video game systems, which simulate altered states of consciousness (ASCs) such as dreams and hallucinations. Building on the discussion of the authors' previous paper, where a large-scale qualitative study explored the changes to auditory perception that users of various intoxicating substances report, here the authors present three prototype audio mechanisms for simulating hallucinations in a video game. These were designed in the Unity video game engine as an early proof-of-concept. The first mechanism simulates 'selective auditory attention' to different sound sources, by attenuating the amplitude of unattended sources. The second simulates 'enhanced sounds', by adjusting perceived brightness through filtering. The third simulates 'spatial disruptions' to perception, by dislocating sound sources from their virtual acoustic origin in 3D-space, causing them to move in oscillations around a central location. In terms of programming structure, these mechanisms are designed using scripts that are attached to the collection of assets that make up the player character, and in future developments of this type of work we foresee a more advanced, standardised interface that models the senses, emotions and state of consciousness of player avatars.
Original languageEnglish
Title of host publicationProceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences
Place of PublicationUnited States
PublisherAssociation for Computing Machinery
Pages18.1-18.7
Number of pages7
Volume12
ISBN (Print)978-1-4503-5373-1
DOIs
Publication statusPublished - 2017
Event12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences - London, United Kingdom
Duration: 23 Aug 201726 Aug 2017

Conference

Conference12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences
CountryUnited Kingdom
CityLondon
Period23/08/1726/08/17

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Acoustic waves
Luminance
Acoustics
Engines

Cite this

Weinel, J., & Cunningham, S. (2017). Simulating Auditory Hallucinations in a Video Game: Three Prototype Mechanisms. In Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences (Vol. 12, pp. 18.1-18.7). [18] United States: Association for Computing Machinery. https://doi.org/10.1145/3123514.3123532

Simulating Auditory Hallucinations in a Video Game: Three Prototype Mechanisms. / Weinel, Jonathan; Cunningham, Stuart.

Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences. Vol. 12 United States : Association for Computing Machinery, 2017. p. 18.1-18.7 18.

Research output: Chapter in Book/Report/Conference proceedingConference proceeding

Weinel, J & Cunningham, S 2017, Simulating Auditory Hallucinations in a Video Game: Three Prototype Mechanisms. in Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences. vol. 12, 18, Association for Computing Machinery, United States, pp. 18.1-18.7, 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences, London, United Kingdom, 23/08/17. https://doi.org/10.1145/3123514.3123532
Weinel J, Cunningham S. Simulating Auditory Hallucinations in a Video Game: Three Prototype Mechanisms. In Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences. Vol. 12. United States: Association for Computing Machinery. 2017. p. 18.1-18.7. 18 https://doi.org/10.1145/3123514.3123532
Weinel, Jonathan ; Cunningham, Stuart. / Simulating Auditory Hallucinations in a Video Game: Three Prototype Mechanisms. Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences. Vol. 12 United States : Association for Computing Machinery, 2017. pp. 18.1-18.7
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