Simulating Auditory Hallucinations in a Video Game: Three Prototype Mechanisms

Jonathan Weinel, Stuart Cunningham
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引用次数: 2

Abstract

In previous work the authors have proposed the concept of 'ASC Simulation1: 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.
在电子游戏中模拟幻听:三种原型机制
在之前的工作中,作者提出了“ASC模拟”的概念:包括视听装置和体验,以及互动视频游戏系统,模拟意识的改变状态(ASC),如梦和幻觉。作者在之前的文章中进行了一项大规模的定性研究,探讨了各种令人陶醉的物质的使用者所报告的听觉感知变化,在此基础上,作者提出了三种模拟电子游戏幻觉的原型音频机制。这些都是在Unity电子游戏引擎中作为早期概念验证而设计的。第一种机制模拟了对不同声源的“选择性听觉注意”,通过衰减无人注意的声源的振幅。第二个模拟“增强声音”,通过过滤调节感知亮度。第三种是模拟感知的“空间干扰”,通过在3d空间中将声源从虚拟声源错位,使它们围绕中心位置振荡移动。就编程结构而言,这些机制是使用附加到构成玩家角色的资产集合的脚本来设计的,在这类工作的未来发展中,我们预见到一个更先进、标准化的界面,可以模拟玩家角色的感官、情感和意识状态。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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