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Location-Based 3D Audiogame Debuts

Ant writes "Demor is a location-based 3D audio shooter - according to the official site: 'This highly innovative game was developed by a multi-disciplinary team of seven EMMA-students for the Bartimeus Institute for the Blind. Demor does not only focus on the entertainment aspect of computer gaming, but also attempts to contribute to the emancipation of the blind and visually impaired people in order to enhance their integration with the 'sighted' world. It is a proof of concept developed on the basis of theoretical and practical research' - there's a preview of the game over at AudioGames.net, who also cover Drive, a demo of an audio racing game created for the same institute."

4 of 36 comments (clear)

  1. Market by Flozzin · · Score: 2, Insightful

    Computer games require alot of time and money to make. I wouldn't think that there would be that big of market for a game that only the blind are going to play... Also with all the extra stuff you need, laptop, gps, and "the head tracker", this would be a very expensive game to get. Not to mention the cancer causing radio waves from this head tracker travelling right through your skull... But hey, if the blind love it...

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    "Cowardice in a race, as in an individual, is the unpardonable sin." --Teddy Roosevelt
  2. Re:This is cool, but by slycer9 · · Score: 2, Insightful

    >>It really need VR glasses to make it 'happen'

    Aren't we missing the part of 'for the visually impaired'?

    Guess you think Braille books need more pictures, huh?

    --
    Don't park drunk, accidents cause people.
  3. i don't know... by fireduck · · Score: 3, Insightful

    walking around with a headset and holding a joystick connected to your plastic backpack is not really the best way to "enhance [one's] integration with the 'sighted' world." (more like the best way to integrate yourself with a "kick me" note taped on your plastic backpack.) that said, it is fairly cool technology.

    sorta offtopic, regarding 3-D audio technology (EAX, A3D), does anyone else find them to be highly lacking? For example, in America's Army, I've noticed in the training missions when you are required to listen to someone talking to you, the best sound comes when you've turned your head 90 degrees to the speaker, so one "ear" is directly facing him. The only time one needs to do this in real life is if one is hard of hearing, or in an environment full of background noise. Its like the designers have the right idea, they're just not implementing some facet of how we process sound properly. I can't see how the algorithms currently in use could be implemented in the game the article refers to. Hopefully software developed for people who use their hearing as the primary sense of input does a better job of capturing the real world phenomena (and that it eventually makes it's way into gaming audio technology)...

    1. Re:i don't know... by PainKilleR-CE · · Score: 2, Insightful

      sorta offtopic, regarding 3-D audio technology (EAX, A3D), does anyone else find them to be highly lacking? For example, in America's Army, I've noticed in the training missions when you are required to listen to someone talking to you, the best sound comes when you've turned your head 90 degrees to the speaker, so one "ear" is directly facing him

      It sounds like a problem with the implementation, rather than the technology. That being said, from the day I had to ditch my Aureal 2 based card, I've lamented the fact that EAX is completely pitiful when compared to what A3D2 sounded like on native hardware when implemented properly (ie in Half-Life/TFC).

      Something else to consider is whether or not your sound card preferences are properly set for the speaker setup you're using, as it may change the way it puts out the sound based on whether you have it set to 2,4, or more speakers or headphones.

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      -PainKilleR-[CE]