TY - GEN
T1 - The role of sound in inducing storytelling in immersive environments
AU - Salselas, Inês
AU - Penha, Rui
N1 - Funding Information:
The work described in this article has been developed within the framework of the research and innovation project CHIC. This project is co-funded by the European Union through the European Fund for the Regional Development within the context of the programme COMPETE 2020 (Programa Operacional da Competi-tividade e Internacionalização).
Funding Information:
The work described in this article has been developed within the framework of the research and innovation project CHIC. This project is co-funded by the European Union through the European Fund for the Regional Development within the context of the programme COMPETE 2020 (Programa Operacional da Competitividade e Internacionaliza??o).
Publisher Copyright:
© 2019 ACM.
PY - 2019/9/18
Y1 - 2019/9/18
N2 - Sound design has been a fundamental component of audiovisual storytelling. However, with technological developments things are rapidly changing. More sensory information is available and, at the same time, the user is gaining agency upon the narrative, being offered the possibility of navigating or making other decisions. These new characteristics of immersive environments bring new challenges to storytelling in interactive narratives and require new strategies and techniques for audiovisual narrative progression. Can technology offer an immersive environment where the user has the sensation of agency, of choice, where her actions are not mediated by evident controls but subliminally induced in a way that it is ensured that a narrative is being followed? Can sound be a subliminal element that induces attentional focus on the most relevant elements for the narrative, inducing storytelling and biasing search in an audiovisual immersive environment? Herein, we present a literature review that has been guided by this prospect. With these questions in view, we present our exploration process in finding possible answers and potential solution paths. We point out that consistency, in terms coherency across sensory modalities and emotional matching may be a critical aspect.
AB - Sound design has been a fundamental component of audiovisual storytelling. However, with technological developments things are rapidly changing. More sensory information is available and, at the same time, the user is gaining agency upon the narrative, being offered the possibility of navigating or making other decisions. These new characteristics of immersive environments bring new challenges to storytelling in interactive narratives and require new strategies and techniques for audiovisual narrative progression. Can technology offer an immersive environment where the user has the sensation of agency, of choice, where her actions are not mediated by evident controls but subliminally induced in a way that it is ensured that a narrative is being followed? Can sound be a subliminal element that induces attentional focus on the most relevant elements for the narrative, inducing storytelling and biasing search in an audiovisual immersive environment? Herein, we present a literature review that has been guided by this prospect. With these questions in view, we present our exploration process in finding possible answers and potential solution paths. We point out that consistency, in terms coherency across sensory modalities and emotional matching may be a critical aspect.
KW - Audiovisual attention
KW - Cross-modal perception
KW - Sound
UR - http://www.scopus.com/inward/record.url?scp=85076725206&partnerID=8YFLogxK
U2 - 10.1145/3356590.3356619
DO - 10.1145/3356590.3356619
M3 - Conference contribution
AN - SCOPUS:85076725206
T3 - ACM International Conference Proceeding Series
SP - 191
EP - 198
BT - Proceedings of the 14th International Audio Mostly Conference
PB - Association for Computing Machinery, Inc
T2 - 14th International Audio Mostly Conference: A Journey in Sound, AM 2019
Y2 - 18 September 2019 through 20 September 2019
ER -