‘Trapped’: An Interactive Gamified Audiovisual Installation
Patrick G. Hartono
1
, Bayu P. Dirgantoro
1
1
Binus International University, Jakarta, Indonesia
Keywords: Gamification, Audiovisual, Installation, Game Technology, Auditory Perception, Ambisonic, Binaural
Abstract: “Trapped” is a site-specific gamified audiovisual installation that aims to unify sonically the player and virtual
environment by implementing the sonic pathfinder method into the underlying concept and interactivity
process, so the player is no longer navigate only with his/her visual cognition but also through the auditory
perception that employed to determine the location of the enemy object. These involve the investigation of the
artistic and interactive elements of computer game using the three-dimensional game engine (unity3D) and
three-dimensional sound engine (google resonance audio) to create a virtual 3D environment of the gamified
audiovisual installation.
1 INTRODUCTION
Trapped is developed to investigate how the auditory
perception can be used as an alternative method for
the player in navigating the virtual 3D environment
within the context of the gamified audiovisual (GA)
installation. Although there already been a few
existed GA works that share similar interests, most of
them are in the forms of music composition and
performance, and nearly none have further
investigated or elaborated the sonic interactivities
(hearing) at the center of the artistic and creative
development.
Upon this notion, we made a 'revolutionary'
decision by presenting the enemy character through
the embodiment of the sonic objects that can only be
located by listening to its sound direction. To realize
this idea a 3D sound engine used to replicate the
spatial character of the real sonic environment so the
player will experience the spatial sound sensation that
travels in multi-direction in conjunction with the
random locations of the enemies within the virtual 3D
environment.
The environmental design is divided into three
different stages. Each level is created based upon the
“general” hearing capability since, in most of our
daily activities, the accuracy of the eye has
overshadowed the importance of the ear yet it is the
ear which is in constant vigil in monitoring our
environment (Hickson&Newton,1981). Gamification
concept, spatial sound, as well as the interactivity
concept of the computer game is discussed to
establish a solid foundation in exploring the sonic
element in correlation on how does the player-
perceived it. However, the explanation of auditory
perception, methodology, and techniques, as well as
multimodal interactivity that fall under the context of
phycology and psychoacoustic, are beyond the scope
of this paper. Trapped is the first artistic outcome of
ongoing research that focuses on the gamified
audiovisual area, where the performative and musical
element will further investigated on the upcoming
research development.
2 RELATED WORKS
2.1 Putney “K” for Game-Audio
Ricardo Climent composed and designed interactive
media work Putney “K” for Game-Audio with the
underlying concept of the navigation of the
intersections between the real, the virtual and the
augmented through the medium of sound, aiming to
construct a new “extended reality” (Climent, 2014).
This concept was further developed as a
collaborative work that produced two outcomes: 1)
Putney K for live game audio and, 2) AR_VR_Putney
an interactive media composition. The classic virtual
synthesizer of 1969 VCS3 is created using a graphical
game engine and featured in both results. The concept
of sonic pathfinder is evolved in Putney K for live
game audio through incorporated of the live
performance of an original EMS VCS3 analog
synthesizer by played Mark Pilkington, and the
56
Hartono, P. and Dirgantoro, B.
‘Trapped’: An Interactive Gamified Audiovisual Installation.
DOI: 10.5220/0008526600560061
In Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology (CREATIVEARTS 2019), pages 56-61
ISBN: 978-989-758-430-5
Copyright
c
2020 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
virtual game-audio version played live by Climent.
AR_VR_Putney is an interactive media composition
that employed as the language and grammar for
extended realities; a term which explores augmented
with virtual reality through sound (Climent,
Pilkington and Mesárošová, 2016), which intended to
be presented alongside the original concert version in
the separate venue at the same event. AR_VR_Putney
created through collaboration with architect Alena
Mesárošová and visual artist Manuel Ferrer
Hernández.
2.2 GAPPP Gamified Audiovisual
Performance and Performance Practice
Artistic based research leads by Marko Ciciliani that
aims to investigate the aesthetic and performative
effect of elements from computer games in the
context of audiovisual composition (Ciciliani, &
Luneburg, 2018) through series interviews of the
related works. Within this first phase of research, the
researcher is focused on the exploration of the game
element in the context of audiovisual composition and
their perception by the audience, in which the impact
of the game system on performers and how their
experience translates to an audience will be the
objective of the second phase.
At the time of this paper, Ciciliani had composed
three gamified audiovisual compositions as the
artistic outcomes of the research: 1)"Kilgore" for two
performers and a game system, 2) Atomic Etudes", a
game-based work for Monome and SuperCollider
and, 3) Tympanic Touch" by Marko Ciciliani, a
multisensory work for two performers and a game
system.
3 IMPLEMENTATION
3.1 Narrative Concept
Regardless sophistication of VR and AR technology,
the multidimensional environment of computer game
and our physical world is a definite two dissimilar
reality; whatever happens to the player's avatar in
Gameworld, nothing harmful will occur to the player.
According to (Simon, 2004), when we compose a
narrative, especially a narrative based on memory, we
usually try to represent “how things came to be what
they are,” and the end is prefigured in the beginning.
Simon’s notion revealed the possibility of
empirical communication between the player and
computer game through the stimulation of a particular
memory, which certainly alongside with the cognitive
input of game controller in any forms.
Therefore, the narrative concept of trapped is
"sonic unification," i.e., to "unify" sonically the
player and the Gameworld by implementing the
auditory stimulation and sonic pathfinding at the
center of interactivity process.
3.2 Storyline Concept
The concept of paracusia or auditory hallucination is
employed to develop the narrative concept further,
which ultimately composed a storyline idea as
follows: E is the main game character that suffers
from paracusia which incapable of distinguishing
between the real and imaginary sound.
She trapped inside an imaginary world (maze-
like) that consist of three-game stages with a different
auditory obstacle (enemy) on each stage. To identify
the enemy location, she must listen to its sound
direction and colliding herself to the object to destroy
it, by doing that, she earns the rewards to get into the
next stage. The game-stages design and perceptual
appearance of the enemy have been adapted
according to the narrative concept and will be
discussed further on the next sections of the paper.
3.3 Perceptual Appearance of The Enemy
Object
In a general computer game, the enemy object is
presented through the commons antagonist character
that can visually be identified by the player. However,
due to the implementation of sonic pathfinding, the
common perception of space (visual) in a computer
game is no longer relevant with the narrative concept
of Trapped that mostly comprehended in the auditory
context. The notion to redefining the perceptual
appearance of the enemy object is required, in order
to initiate the perception-shifting from visual to the
auditory.
Therefore, the game enemy will no longer emerge
as the common antagonistic character (visual), but
instead through an embodiment of a sonic object that
emitting sounds to stimulate the episodic memory of
the player. This memory refers to collections of past
personal experiences that occurred at a particular time
and place which allow an individual to figuratively
travel back in time to remember the event that took
place at that particular time and place (Schacter,
Gilbert, Wegner, 2009, p. 1856). However, due to
differences in hearing ability of each an individual,
we decided to not transforms the enemy appearance
‘Trapped’: An Interactive Gamified Audiovisual Installation
57
at once, but rather gradually in three phases according
to the three game-stages.
3.4 Environmental Design
In order to actualize the sonic unification concept, the
environmental design is splitting into the three main
stages that based on the game narrative and the player
hearing capability.
These stage divisions are comprehending as a
transition phase from the visual space perception of
our world into the Trapped' space perception that
dominated by auditory perception. The visual design
kept to a minimum but still engaging for the player,
below is the breakdown for each stage:
Figure 1. The three game-stages.
3.4.1 First Stage
Stage 1 (Green coloured) concept is to introduce how
the game works through basic gameplay, therefore,
the jumping features are still disabled in order to
simplify interactivity control. The scene has both
narrow and comprehensive platform, including a
ramp for the player to traverse. The Objective in this
stage is to find several enemies that generate sound
by listening to its sound direction; the enemy in this
level is visible and easy to find as the transition phase
for the player as mentioned previously.
Figure 2. First stage.
3.4.2 Second Stage
Once all enemies in the stage found, the player then
moves to Stage 2 (Orange). In this stage, the player
introduced to a maze-like interior. This type of
environment challenge player in memorizing rooms
and sound sources. The enemies in this stage have
little visual aid while still generating sound. There are
two areas connected with the bridge in this stage. The
first area consists of small rooms and a bit of window
for the player to re-orient their heading. The second
area is a bit wider but still feels claustrophobic. Player
need to listen carefully as the enemy might be on the
other side of the room.
Figure 3. Second stage.
3.4.3 Third Stage
Connected by a small bridge, the last stage is a
combination of rooms and open area from the first
stage. The researcher toned down the maze-like area
from the stage 2 and reintroduce a larger, this time
with verticality for the player to explore. The enemies
in this stage is now invisible and player needs to rely
on their hearing in order to find them. The reward for
finishing this stage is where the player raised from the
last platform, uncovering the whole stage for them to
see.
Figure 4. Third stage.
CREATIVEARTS 2019 - 1st International Conference on Intermedia Arts and Creative
58
3.5 Audio Components
The audio component is collections of sound that
employed to actualize the change of perception on the
enemy objects and interactive process from visual to
auditory perception. This component is categorized
into three different segments according to their
functionality as follows:
3.5.1 Enemy Sound
This component consists of fifteen different sounds
that will be emitting through fifteen different enemy
objects. The sound materials are created using the
results of field recording and the audio-mixing
process and categorized into two types of moods
based on the eight basic of human emotion proposed
by (Plutchik, 1997): 1) Joyfeeling happy,
happiness, gladness, and, 2) Sadness feeling sad,
sorrow, grief. Next, we sorted out the human-related
activities or events that might be relevant or imply to
those moods, to define the kind of sound to use, as
follows:
Joy: laugh, birthday party, clapping, children
playing, singing, concert ambiance, and game
arena.
Sadness: cry, sobbing, war, demonstration,
riots, scream, yelling, and children' cry.
This component is a direct implication of the sonic
pathfinding and perception shifting, in which the
enemy is no longer presented in the visual domain.
3.5.2 Ambience
This component consists of the static sounds that
distributed evenly into the three-game stages the
sound material created using the field recording
results without any mixing process. There is no
substantial interactivity role in its functionality,
beside implies the illusion of reality for the player.
3.5.3 User Input Feedback
The third audio component perhaps is the most
relevant with the audience’s interaction in the game
world. It does not "really" belong to the narrative
concept but is necessary inclusion, due to its unique
function for the game mechanic. Schütze (2013)
states that experience has found that omission of these
audio feedback cues can lead to confusion or
discomfort on the part of the player. In the general
computer game, user feedback sounds are usually the
beeps and clicks that acknowledge the player’s input
actions.
Trapped only use a single sound for this
component, i.e., the foot-step that corresponds to the
player's movement in 3D Gameworld. This feedback
component is like less required in conventional
interactive installation (non-Gamified), but they are
mandatory in gamified audiovisual installation.
3.6 Sonic Environment
3.6.1 Sound Formats
In general production of gamified audiovisual or
interactive audio works, there are two standard audio
formats that commonly in use. Two-dimensional (2D)
sounds are sounds that are consistently produced
through the speakers and have a specific level and
phase relationship, set by predetermined data. The
typical example of the 2D sound is audio CD and
Cassette as well as any regular media such as radio,
television or film. Three-dimensional (3D) sounds in
gamified context are sounds that placed in 3D
Gameworld that have volume attenuation based on
the distance from the listener, in which a 3D audio
engine governs the input and spatial parameters
(distance, direction, elevation, etc.).
Based on the environmental design that conceived
for the 3D environment, Trapped implement the high-
quality binaural rendering (third order-HRTF) to
render the audio components and adopting the first-
person perspective techniques to determine the player
position relevant to spatial location. This technique
places the game camera in the position of the player
as if they were in the world itself; the player looks
through the camera as if they were looking at the
world through their own eyes. All things in the world
will be relative to this perspective, and as such, the
audio must sound as it would if the player was
actually in the game world (Schütze, 2013).
3.6.2 Sound Engine
In the computer game, the audio engine is a
component that consists of algorithms related to the
loading, modifying, and output of sound through the
speaker system in both 2D or 3D format.
Google resonance audio (GRA) is a multiplatform
3D audio SDK that able to produces a realistic
experience for AR, VR, gaming, and video. Its also
capable of replicating the similar characteristic of the
sonic environment like they occurred in the physical
‘Trapped’: An Interactive Gamified Audiovisual Installation
59
world as long as acoustic measurement data is
available.
GRA will automatically calculates the spatial
parameters such as Doppler, echo, and reverb
according to their spatial location within the 3D
Gameworld. GRA’s input should be in monophonic,
due to audio spatial positions is determined by the
spatial camera location in the game world, i.e.,
relative to the current camera view and active
perspective of the player.
The 3D sound engine only implemented on the game
enemy audio component to recreate the immersive
sonic environment of the real world so that the player
could sense the enemy sonically as it is on the
physical world. Though enemy objects are placed in
random, they are passively stationer at the given
coordinate and waiting to be found by the player.
Thus, the spatial parameter and binaural
experience are determined by the player position that
corresponds to the game camera. At the time of
development, GRA is the most practical solution for
sound spatialisation because it can be used directly
inside the unity3D and powerful enough to actualize
the spatial idea of Trapped.
3.6.3 Sonic Interaction
The latest generation of computer game technology
has offered a new form of interactivity that never been
achieved previously. Interactivity is an essential
element in the computer game that presents an
embodiment of the communication between the
player and the virtual environment.
Lievrouw & Livingstone (2002) states,
Interactivity can be defined into three interactivity
form of an emerging communication system: user-to-
user interactivity, user-to-documents interactivity,
and user- to-system interactivity.
Following the general design of trapped, that aims
to implement auditory perception at the centre of
interactivity process. Trapped interactivity can be
defined into two: 1) player-to-enemy interactivity
(hearing) and, 2) player-to-environment interactivity.
A noise cancelling headphone is used to listen to the
enemy sound, whereas the 360 Xbox controller
employed to interact with the game environment
through a mapping value from the player's movement
as follows: 1) left thumbstickdirections, 2) right
thumbstick camera rotation and, 3) left trigger
jump. These interactivities occur on the three-game
stages and based on the narrative concept of
environmental design, as explained previously. The
term of Gamified Sonic Interaction (GSI) is used to
define the player's interactivity on Trapped. The word
of gamified is derived from Gamification concept
which according (Robson et al., 2015) defined as a set
of activities and processes to solve problems by using
or applying the characteristics of game elements.
Therefore, GSI is a multisensory interaction based on
game design elements, where in this context is the
Trapped narrative concept.
4 CONCLUSIONS
This paper discusses the concept and technical
approaches behind the creation of "Trapped" that
focuses on the sonic interactivity between the player
and the game-enemy. Trapped offers not only the
immersive audiovisual but also storytelling narrative
that constructs multisensory interaction that
manifests perceptual, cognitive, and psychological
experiences within the virtual 3D environment.
REFERENCES
Ciciliani, M., & Lüneburg, B. (2018). Gamified
Audiovisual Works Composition, Perception,
Performance. Emille, the Journal of the Korean
Electro-Acoustic Music Society.
Climent, R., (2015), 'Putney' for game-audio game-audio
interactive composition [online]. Available at:
https://bit.ly/2EXbaku
eContact! 17.4 Analogue and Modular Synthesis:
Resurgence and Evolution (February / février 2016).
Montréal: Communauté électroacoustique canadienne /
Canadian Electroacoustic Community.
Hickson, F., & Newton, V. (1981). Sound localization: Part
I: A brief history. The Journal of Laryngology &
Otology, 95(1), 29-40.
doi:10.1017/S002221510009037X
Lievrouw, L. and Livingstone, S. (Eds.). (2002). Handbook
of New Media: Social Shaping and Social
Consequences. London: Sage.
Plutchik, Robert (1997-01-01). The circumplex as a general
model of the structure of emotions and personality.
American Psychological Association. pp. 1745.
Robson, K., Plangger, K., Kietzmann, J., McCarthy, I. &
Pitt, L. (2015). "Is it all a game? Understanding the
principles of gamification". Business Horizons.
Robson, K., Plangger, K., Kietzmann, J., McCarthy, I. &
Pitt, L. (2015). "Is it all a game? Understanding the
principles of gamification". Business Horizons.
CREATIVEARTS 2019 - 1st International Conference on Intermedia Arts and Creative
60
Schacter DL, Gilbert DT, Wegner DM (2009). "Semantic
and episodic memory." Psychology. pp. 1856.
SCHÜTZE, S. (2003). The creation of an audio
environment as part of a computer game world: The
design for Jurassic Park Operation Genesis on the
XBOX™ as a broad concept for surround installation
creation. Organised Sound, 8(2), 171-180.
doi:10.1017/S1355771803000074.
Simons, Jan., (2004), Narrative, Games, and Theory, the
international journal of computer game research,
volume 7, (issue 12007 ISSN:1604-7982) [online].
Available at: https://bit.ly/31fVMcA
‘Trapped’: An Interactive Gamified Audiovisual Installation
61