Information Technology Reference
In-Depth Information
Chapter 12
Emotion, Content, and
Context in Sound and Music
Stuart Cunningham
Glyndŵr University, UK
Vic Grout
Glyndŵr University, UK
Richard Picking
Glyndŵr University, UK
AbstrAct
Computer game sound is particularly dependent upon the use of both sound artefacts and music. Sound
and music are media rich in information. Audio and music processing can be approached from a range
of perspectives which may or may not consider the meaning and purpose of this information.Computer
music and digital audio are being advanced through investigations into emotion, content analysis, and
context, and this chapter attempts to highlight the value of considering the information content present in
sound, the context of the user being exposed to the sound, and the emotional reactions and interactions
that are possible between the user and game sound. We demonstrate that by analysing the information
present within media and considering the applications and purpose of a particular type of information,
developers can improve user experiences and reduce overheads while creating more suitable, efficient
applications. Some illustrated examples of our research projects that employ these theories are provided.
Although the examples of research and development applications are not always examples from computer
game sound, they can be related back to computer games. We aim to stimulate the reader's imagination
and thought in these areas, rather than attempt to drive the reader down one particular path.
INtrODUctION
and a cause-and-effect relationship occurs. Whilst
this relationship is unique to each individual up
to a point, it is safe to assume that broad, often
shared, experiences occur across multiple listen-
ers. It can be argued that the emotional reaction
and response of a listener to a sound or piece of
Music and sound stimulate one of the five human
senses: hearing. Any form of stimulation is subject
to psychological interpretation by the individual
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